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6000.7.0b1100 shown
Light 2D now exposes an optional custom shadow Material, letting the shadows a light casts be drawn by an authored shadow shader instead of URP's built-in one. Requires the Enhanced 2D shadow geometry version.
2DFeature
New Light2D ShaderGraph target for authoring custom 2D light shaders, with Color, Shadow Color and Volumetric Color fragment ports. Create one from Assets > Create > Shader Graph > URP > Light 2D Shader Graph.
2DFeature
New Profiler module for Physics Core 2D.
2D
New Shadow Caster 2D ShaderGraph target for authoring custom 2D shadow shaders, with Position, Shadow Displacement, Side Softness and Back Softness vertex ports and an Alpha fragment port. Create one from Assets > Create > Shader Graph > URP > Shadow2D Shader Graph.
2DFeature
Added an ImporterGlobalSettings singleton type that can be used to host global importer settings and is correctly synched on import workers.
Asset ImportFeature
Added Scriptable Effects to Scriptable Audio Pipeline (SAP).
AudioFeature
Removed the feature flag related to the Enhanced Audio Foundation. The Audio Foundation property will now always be visible in the project's global audio settings in the Editor. We still default to Classic mode, but Enhanced mode is now an option.
AudioFeature
Unity now provides a built-in Ambisonic Decoder Plugin for Quad+ setups. You use this decoder directly to decode first, second or third order Ambisonic clips into Quad, 5.0, 5.1, 7.1 or 7.1.4 output layouts. You can find more information about this in the Unity Manual.
AudioFeature
Added beta sweepstakes opt in to bug reporter.
Bug ReporterFeature
Added button to change bug reporter theme.
Bug ReporterFeature
Added ability to edit the text of some controls such as buttons, labels directly in the viewport using the new menu action Edit or double-clicking on the element.
EditorFeature
Added Current & Runtime Targets and Severity Breakdown to "Move to CoreCLR" section in Project Auditor.
EditorFeature
Added Jobs Profiler that can be selected as experimental timeline view in the Profiler Window.
EditorFeature
Added Migration Wizard to the Universal Render Pipeline.
EditorFeature
Implement Advanced Text (ATG) in TextMeshPro as an experimental opt-in.
EditorFeature
Swift Project Type is no longer experimental.
EditorFeature
UI Toolkit: Added a Track Screen Space Position toggle to the Panel Renderer component. This lets you make a screen space UI element, such as a health bar, follow a target in the 3D world without scripting.
EditorFeature
Unity Render Service (URS) is now available in the Build Settings window.
EditorFeature
URP Upscaler Priority List.
GraphicsFeature
Added Mouse.isSupported, which reports whether the current platform can deliver mouse input, rather than whether a mouse is currently connected.
Input SystemFeature
Added Pen.isSupported and Touchscreen.isPressureSupported, which report whether the current platform can deliver pen input and whether its touch input carries a real pressure value, rather than whether such a device is currently connected.
Input SystemFeature
Added a new Single World Host mode for client-hosted servers, instead of using binary client and server worlds. This the new default for netcode host world creation. This new mode removes the overhead of having to run two worlds in the same process by running both client and server systems in the same world. With this, no more useless serialization/deserialization, useless rollback and replay, useless worlds doing the same thing. See the documentation for pros and cons. For existing projects transitioning to this new mode, please see the documentation for migration advice, as this is not a seamless transition. For those not wishing to use this new mode, you can change this back in your NetcodeConfig project settings using the HostWorldModeSelection setting.
Netcode for EntitiesFeatureServer
Added a *Web Requests module to the Profiler* window, which reports the UnityWebRequest activity of the application you are profiling:
Networking
The chart tracks the requests in flight, and the bytes sent and received in each frame.
FeaturesFeature
The request list shows each request's status, method, target domain, request source, content type, size and duration, and filters on any of them. A summary strip totals the requests, bytes transferred and errors of the recording, and its p95 latency.
FeaturesFeature
general information, request and response headers, query string parameters, and a per-phase timing breakdown of DNS lookup, connection, TLS handshake, waiting and transfer.
Selecting a request inspects itFeature
Added localization package upgrade path.
PackageFeature
Added build target support for QNX 7.1 with io-sock.
QNXFeature
Added --qnx-network-stack option to allow selection of new io-sock QNX7.1 variants.
QNXFeature
Introduced a new fast build mode in the Shader Build Settings, automatically converting keywords to dynamic branching and making builds much faster for iteration purposes.
ShadersFeature
You can now open and edit a standalone StyleSheet or Theme StyleSheet asset in the UI Builder without a UXML owner.
UI ToolkitFeature
Added a light falloff mode that matches the Built-in Render Pipeline.
URPFeature
Added exposure support to URP's version of SRP lens flare.
URPFeature
Added: URP Tonemapping now offers an AgX mode in addition to Neutral and ACES. AgX is a modern display transform that desaturates highlights as it compresses them, avoiding the hue shifts and clipping that can appear in over-exposed regions with ACES. It exposes two controls, Contrast and Mid Gray, and works in both SDR and HDR grading modes.
URPFeature
Modern Screen Space Ambient Occlusion in URP is now public. Existing SSAO Renderer Feature settings are no longer applied. To get the same SSAO results as before, follow the help box in the SSAO Renderer Feature inspector and copy the parameters (shown as inactive) into a Screen Space Ambient Occlusion Volume Override.
URPFeature
Internal cleanup of NdkLooper (RAII pipe fds, dropped goto, NULL/0 normalized to nullptr).
AndroidImprovement
The NativeFormatImporter now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.
Asset PipelineImprovement
The VisualEffectImporter now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.
Asset PipelineImprovement
Added profiler markers to Scriptable Audio Pipeline Generators created from Audio Clips, and improved heuristics of the decode-ahead system to avoid slower in-place decoding.
AudioImprovement
Improved Content Directory build dependencies for LOD stripping in assets and scenes to avoid re-build them when the LOD stripping level is changed without impacting them.
Build PipelineImprovement
Updated the bundled 7-Zip to version 26.03.
Build SystemImprovement
DataStreamReader and DataStreamWriter no longer use a scratch field, allowing fixed-bit-sized packed writes to earlier positions in the buffer (via a copy of the writer) without data corruption.
CoreImprovement
Cherry-picked an upstream JIT fix that corrects an inverted Tier0 box-sharing guard, so Enum.HasFlag calls compiled at Tier0 get an exact-typed box and elide the allocation entirely instead of boxing both operands on every call (upstream dotnet/runtime #130590).
CoreCLRImprovement
Documented how a custom key comparer on a serialized Dictionary field is preserved, and the cases where it isn't.
DocumentationImprovement
Added higher resolution localization editor icons.
EditorImprovement
Added tooltip for Operation Mode, Idle Time Threshold, and Save Target fields in adaptive performance. (UUM-150015) First seen in 6000.7.0a5.
EditorImprovementUUM-150015
Added various general usability issues with the Build Analysis Window.
EditorImprovement
Improved hierarchy icons for missing prefab/script references.
EditorImprovement
Improved the main toolbar element selection by creating a search provider and the associated window.
EditorImprovement
Moved info.plist file to MainApp directory of iOS/tvOS Swift project Type. Moved storyboard file to MainApp directory for tvOS Swift project Type.
EditorImprovementiOStvOS
The Platform Browser now shows the licenses that apply to the packages selected for a new build profile.
EditorImprovement
Added the "Warm-up Sample Multiplier" setting to Surface Cache, which allows users to boost sample count for the first frame of a patch's existence to reduce noise.
GIImprovement
Added XR support to Surface Cache GI.
GIImprovementXR
State transitions can now be started by holding Shift and clicking anywhere on a state, and the area around a state's edge where a transition can be started remains usable when zoomed out.
Graph ToolkitImprovement
Search filters have fallback behavior when indexing isn't complete or available.
Linked bug report
UUM-142087: Opening Create New Shader Graph from the Output context menu causes a long delay before the content appears

Steps to reproduce: Create a new project Create > Visual Effects > Visual Effect Graph Create Simple Loop VFX Open newly created VFX Convert output context to Output Particle ShaderGraph Quad by right-clicking on Output > Convert Output Click button New... Actual results: Window content loads only when indexing has finished which takes up to several minutes Expected results: Window content loa…

Retrieved 2026-11-09
GraphViewImprovementUUM-142087
Debug.ClearDeveloperConsole now also clears errors that have not been displayed yet, so the developer console no longer reopens later showing already cleared errors.
IMGUIImprovement
Removed InputSystem gizmo / icons from scene view window.
Input SystemImprovement
Improved Physics Core 2D contact solver performance.
Physics 2DImprovement
Updated PhysicsCoreSettings2D asset icon.
Physics 2DImprovement
PhysicsFixedJoint now uses a separate solving path when both the linear and angular frequencies are set to zero indicating full stiffness. This has always been a special set of values but now is much stiffer removing visible "ringing" artifacts when the bodies are relatively far apart and changing in both position and rotation.
Physics 2DImprovement
Surface assembly references from the MSBuild compilation pipeline.
ScriptingImprovement
Improved main scene editing Overrides menu.
UI ToolkitImprovement
Added contact hardening (distant-dependent reflections) to Screen Space Reflections for URP. This is controlled by 2 new settings: Contact Hardening Scale and Contact Distance Bias.
URPImprovement
Improved GPU performance when QuadViews are enabled in Deferred rendering (when not using SpaceWarp) via reducing the amount of redundant geometry rendering in the focus-inner region during the low-resolution periphery pass.
XRImprovement
Added: Added EnergyUsage API to enable power monitor (CPU, GPU, TPU, display, memory) energy consumption reading.
Adaptive PerformanceAPI change
Added: Added a new AssetPostprocessor.OnProcessScene callback used when loading scenes in playmode or during a build as a deterministic replacement to IProcessSceneWithReport.OnProcessScene.
Build PipelineAPI change
Added: GameObjectUtility.AllStaticEditorFlagsSet returns true only if all of the requested StaticEditorFlags are set.
CoreAPI change
Added: GameObjectUtility.AnyStaticEditorFlagsSet returns true if any of the requested StaticEditorFlags are set.
CoreAPI change
Deprecated: GameObjectUtility.AreStaticEditorFlagsSet use AnyStaticEditorFlagsSet for the previous behavior, or AllStaticEditorFlagsSet to require all flags. Existing code is automatically upgraded to AnyStaticEditorFlagsSet by the API Updater (no behavior change).
CoreBreaking
Added: Added a new public API to ease discoverability of available Main Toolbar elements.
EditorAPI change
Added: Added a new RequiresInsights attribute. Packages and user code can use it to declare a dependency on the Insights module, which ensures the module is included in the build.
EditorAPI change
Added: Added public text API to generate text using ATG.
EditorAPI change
Added: Added CompassSensor, exposing magnetic heading, true heading, raw geomagnetic vector, and heading accuracy as the parity equivalent of UnityEngine.Input.compass.
EditorAPI change
Added: GTK : New API added to have icons for Conditions, logic groups, transition rules and transitions, shown on their row in the transition inspector.
EditorAPI change
Added: Introduced support for Unity Registry packages adding references to on-disk assets to a build profile.
EditorAPI change
Added: Introduced support for Unity Registry packages adding references to on-disk assets to a build profile.
EditorAPI change
Added: Project Auditor: exposed ShadersModule.OnAnalysisStarted.
EditorAPI change
Added: Implemented visibility, focus and resizability APIs for Windowing.
EmbeddedLinuxAPI change
Added: Implemented window focus, visibility, and destruction event system APIs in Windowing.
EmbeddedLinuxAPI change
Removed: The managed-component APIs deprecated in 6.6 are now compile errors.
EntitiesBreaking
Added: Added LODGroup.globalIlluminationLOD, Renderer.lodGroupMask and the Unity.Rendering.GlobalIlluminationLOD component.
GIAPI change
Added: Added public API for customizing state accent visuals in editor and runtime.
Graph ToolkitAPI change
Added: Added public API for customizing state transition visuals in editor and runtime.
Graph ToolkitAPI change
Added: Added state options. Implemented by overriding State.OnDefineOptions on a State, and accessed through IStateOption. State options appear in the Inspector when the state is selected.
Graph ToolkitAPI change
Added: Added the DataTypeStyleMapper.Register(System.Type dataType, UnityEngine.Color color) overload to allow changing the color of a data type while showing a default icon.
Graph ToolkitAPI change
Added: Added IInputPortBuilder.WithDataTypes and IOutputPortBuilder.WithDataTypes APIs to define a port as Polymorphic (a port that accepts multiple data types).
Graph ToolkitAPI change
Added: Added IPort.TrySetDataType API to programmatically change the data type of a polymorphic port.
Graph ToolkitAPI change
Added: Added Node.OnPortDataTypeChanged callback that is triggered when a user changes the data type of a polymorphic port.
Graph ToolkitAPI change
Changed: Deprecated RayTracingAABBsInstanceConfig.dynamicGeometry and replaced with RayTracingAABBsInstanceConfig.rayTracingMode. AABB ray tracing instances are now compatible with RayTracingAccelerationStructure.UpdateInstanceGeometry method.
GraphicsBreaking
Deprecated: Input.backButtonLeavesApp is deprecated and will be removed in a future release. Use Application.backButtonLeavesApp instead.
InputBreaking
Removed: The deprecated iPhoneInput class has been removed. Use Input instead.
iOSBreaking
Added: The former com.unity.collections has been moved into an engine module, namely ManagedKernelModule. It is now available irrespective of whether the package is used, and the package is reduced to a set of typeforwarders. As part of this move, the scripting define UNITY_DOTS_DEBUG no longer controls extra checks in players in Native and Unsafe collections (although it still does control many extra checks in Entities); now you need to use the Checked (or Debug) managed code variant to include those checks in player builds.
KernelAPI changecom.unity.collections
Added: Added support for replicating non-uniform (3D) scale via the Unity.Transforms.PostTransformMatrix component, using the new built-in PostTransformMatrix3DScaleVariant. Rather than sending the full float4x4 matrix, only the per-axis scale is extracted and replicated (as three quantized floats by default). Existing ghost prefabs will have the DontSerializeVariant set by default for PostTransformMatrix to not break existing behavior. Use the new SubType = GhostFieldSubType.PostTransformMatrixScale to create your own Variants.
Netcode for EntitiesAPI change
Added: Added PhysicsSceneLoadScope which can be used to control which physics scene is used when loading a unity scene asset. This effectively allows grouping multiple unity scenes under a specific physics scene.
PhysicsAPI change
Added: Added the PhysicsCallbacks.IPreContactCallback and PhysicsCallbacks.IPreContinuousCallback interfaces for physics shapes, replacing PhysicsCallbacks.IPreSolveCallback which is now deprecated. IPreContactCallback reports a contact before it is solved and gives you the full contact manifold to modify or cancel. IPreContinuousCallback reports a fast moving shape that is about to be stopped short of another shape, and lets you decide whether to stop it. IPreSolveCallback previously reported both of these situations through a single callback. The per shape option that enables them is now called Pre Contact Callbacks.
Physics 2DBreaking
Added: Added PhysicsWorld.drawAtTransform and PhysicsWorldDefinition.drawAtTransform to draw bodies, shapes, and joints at their assigned Transform's pose instead of their simulated physics pose.
Physics 2DAPI change
Added: Added PhysicsWorld.ExplosionDefinition.useTriggers to control whether an explosion applies an impulse to trigger shapes.
Physics 2DAPI change
Added: Added PhysicsWorld.stateHash, which returns a hash of the current state of the world. Use it to compare the state of two worlds, for example when checking that a simulation is deterministic. The value is recalculated over the whole world each time you read it, so avoid reading it every frame.
Physics 2DAPI change
Added: Added PhysicsWorld SetName() and GetName() methods to allow assigning of a 64 character name to help with world identity during debugging.
Physics 2DAPI change
Added: Added pointA and pointB to the physics contact manifold point, which give the contact point on each shape in world space. The existing point property is now deprecated because the two new properties replace it.
Physics 2DBreaking

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