Unity 7 Alpha 🎮, Scene View Tools 🛠️, Audio Crossfades 🎵
Unity Updates & Workflow 🛠️
Unity 7 alpha introduces CoreCLR Editor with existing C# targets
Unity 7’s first alpha replaces Mono with CoreCLR in the Editor, while retaining C# 9 and .NET Standard 2.1 as its targets. Available through Unity Hub’s Pre-releases section, it is intended for project compatibility testing, not production use. Unity plans to add C# 14 and .NET 10 during the 7.0 lifecycle but has not committed to a public release date. The first supported 7.0 release will prioritize functionality and stability parity with Unity 6.7 LTS; performance improvements are planned for the next Unity 7.X LTS.
Focus and Follow Your Player with a Custom Unity Scene View Tool
Spend less time hunting for your player in Unity’s Scene view with a custom editor overlay. This tutorial shows how to add separate buttons to frame the player instantly or keep the Scene view camera following them during play. Along the way, you’ll learn the basics of building Unity overlay buttons and wiring them to editor actions.
Game Audio & Character Design 🎮
Crossfade music in Unity with two AudioSources
LlamAcademy demonstrates music crossfades using two Unity AudioSources and a coroutine that linearly interpolates their volumes over an adjustable duration. Each transition starts from the current volumes and cancels the previous fade to avoid competing updates. Moving the active-source index update before interpolation lets repeated toggles switch direction during a fade. The example stops the outgoing track so it restarts on return; the tutorial also discusses keeping tracks playing in the background.
Designing subdivision character meshes for real-time deformation
Brian Tindle explains how to build subdivision character meshes around their intended motion while preserving design and downstream shading needs. He uses eyelid, brow, and forearm examples to show how topology direction changes, supporting edges, and neutral poses affect deformation and crease formation. The accompanying Ozone demonstration converts an Unreal skeletal mesh into a smooth surface using precomputed subdivision data and the GPU skin cache, letting artists rig the simpler base mesh. Each subdivision level roughly quadruples the polygon count.