Unity 6.2 (6000.2) is the latest version of Unity.
To read about all of the changes and known issues in this version of Unity, refer to the Unity 6.2 Release Notes.
To find the release notes for other releases, refer to the Unity download archive.
To read about changes made to packages that were updated as part of this release, refer to the documentation of those packages.
If you’re upgrading existing projects from Unity 6.1 (6000.1), refer to Upgrade to Unity 6.2 for information about how your project might be affected.
Review the new features and improvements for Unity 6.2 in these areas:
This section outlines recent updates to Unity’s 2D system.
The SpriteA 2D graphic objects. If you are used to working in 3D, Sprites are essentially just standard textures but there are special techniques for combining and managing sprite textures for efficiency and convenience during development. More info
See in Glossary Editor window now includes a toggle to preview changes to sprites directly in the SceneA Scene contains the environments and menus of your game. Think of each unique Scene file as a unique level. In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. More info
See in Glossary view. This feature allows you to preview changes made to Sprite Rect sizes and pivot positions.
The Sprite Editor window now supports the 2D Enhancers package, allowing you to use the sprite generation features of the 2D Enhancers package from the Sprite Editor window, if the 2D Enhancers package is installed.
The previous default behavior of the Unity Editor to perform a forced garbage collection (GC) of the managed heap and an Asset GC (that is unloading of unused assets) when loading scenes is now optional. You can enable this behavior in the following ways:
New Unity projects created in 6.2 and later automatically collect diagnostic data by default, as part of the Developer Data framework. This data is used to improve Engine performance and stability by providing real-world insights from live gameplay on actual devices. This allows Unity to prioritize and deliver critical fixes faster. You can choose to disable data collection in Project Settings or for specific builds in your project’s Build ProfilesA set of customizable configuration settings to use when creating a build for your target platform. More info
See in Glossary.
Unity uses the diagnostic data collected to power the Diagnostics feature in the Unity Dashboard. Use Diagnostics to view information about your project’s performance and stability, and monitor crashes and issues that affect your users. This includes information on Application Not Responding (ANR) errors for Android projects.
The Diagnostics tab in the Preferences window has been renamed to Editor Diagnostics.
For a complete description of new features and improvements in the Entities package, refer to What’s new in Entities 1.4.
The Unity Vehicles package is released in an experimental state. Unity Vehicles is a universal vehicle controller compatible with the ECS that covers a wide range of vehicle types and configurations. The package targets a medium level of vehicle physics realism, striking a balance between performance and fidelity. It’s compatible with Unity Netcode for Entities and supports client prediction.
This section outlines recent updates to Unity’s graphics systems.
Added the ability to automatically generate level of detailThe Level Of Detail (LOD) technique is an optimization that reduces the number of triangles that Unity has to render for a GameObject when its distance from the Camera increases. More info
See in Glossary (LOD) meshes at import, so you can optimize assets and reduce iteration times without the need for external tools.
By storing all LODs within a single meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary, Mesh LOD minimizes memory usage while simplifying workflows for both static and skinned meshes.
Mesh LOD is ideal for high-poly models, and ensures seamless scalability and improved performance. For more information, refer to the Mesh LOD documentation.
To set the layers that GameObjectsThe fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. A GameObject’s functionality is defined by the Components attached to it. More info
See in Glossary must be assigned to so they affect prepasses only, use the new Prepass Layer MaskA value defining which layers to include or exclude from an operation, such as rendering, collision or your own code. More info
See in Glossary property in the Universal Renderer asset. This property allows you to include layers in the depth prepass that contain objects from a Render Object Renderer Feature, so effects like screen space ambient occlusionA method to approximate how much ambient light (light not coming from a specific direction) can hit a point on a surface.
See in Glossary (SSAO) and decals work correctly with those objects.
This section outlines recent updates to ShaderA program that runs on the GPU. More info
See in Glossary Graph.
Shader Graph now includes an Append node that combines two floats or vector inputs of different types into a single new vector of variable dimensions.
This node simplifies the process of combining vectors. You no longer need to use Split nodes and a Combine node.
You can now set up keywords for dynamic branching directly from your shader graph through the keyword Definition parameter, which already includes options related to the use of shader variants.
This new option provides more flexibility to design your shader branching behavior strategy and balance keyword impacts on performance at build time and runtime, without having to edit your shader code.
For more details, refer to Keyword impact optimization.
Shader Graph property parameters now better reflect the options available when you write shader code to display material properties in the InspectorA Unity window that displays information about the currently selected GameObject, asset or project settings, allowing you to inspect and edit the values. More info
See in Glossary:
Vector2
values for range remapping.This section outlines recent updates to High Definition Render PipelineA series of operations that take the contents of a Scene, and displays them on a screen. Unity lets you choose from pre-built render pipelines, or write your own. More info
See in Glossary (HDRP).
Use this new injection point to add a custom render pass after Unity renders opaque GameObjects to the color buffer, but before sky and fog.
For more information, refer to Create a custom pass.
Key fixes address resource clearing issues during Dynamic ResolutionA Camera setting that allows you to dynamically scale individual render targets to reduce workload on the GPU. More info
See in Glossary Scaling (DRS), artifacts caused by luma instability with strobing lights, and corrections to luma resource size for enhanced rendering accuracy.
The Deep Learning Super Sampling (DLSS) has been upgraded to DLSS4 Super Resolution (v310.3.0) for enhanced upscaling performance and image quality.
You can now fine-tune fog scaling relative to specific areas or objects using the new Scale mode for Local Volumetric Fog components.
Aliasing has also been reduced in punctual lights within volumetric fog.
A new water sample has been added featuring current and deformation maps from the spline package.
This section outlines recent updates to SRP core.
There are many instances in SRP that default to a hardcoded depth format when deciding on a depth format. For some platforms, the format chosen has negative effects on performance.
To improve performance for such platforms, use CoreUtils.GetDefaultDepthStencilFormat
and CoreUtils.GetDefaultDepthBufferBits
to query the preferred depth format for the target platform instead of defaulting to a hardcoded format that doesn’t take the target platform into account.
Unity optimizes how the Render Graph subpasses are merged to improve performance and reduce unnecessary checks:
These changes help improve the efficiency of the Render Graph Subpass merging process without modifying any existing logic.
Unity now uses the values from the available nativePass
data instead of retrieving the graph pass data in ExecuteBeginRenderPass
to optimize the Render Graph workflow by reducing redundant lookups.
Removed the overrideBuiltIns
property from the scopedRegistries
array of the project manifestEach Unity project has a project manifest, which acts as an entry point for the Package Manager. This file must be available in the <project>/Packages
directory. The Package Manager uses it to configure many things, including a list of dependencies for that project, as well as any package repository to query for packages. More info
See in Glossary file (manifest.json
). This change removes the ability to override the version of a built-in packageBuilt-in packages allow users to toggle Unity features on or off through the Package Manager. Enabling or disabling a package reduces the run-time build size. For example, most projects don’t use the legacy Particle System. By removing the abstracted package of this feature, the related code and resources are not part of the final built product. Typically, these packages contain only the package manifest and are bundled with Unity (rather than available on the package registry).
See in Glossary with a version from a scoped registry. If you have any existing project manifest files that use overrideBuiltIns
, Package Manager ignores the property. This change applies to all Unity 6 versions.
This section outlines recent updates to platform-specific tools and settings.
The following updates were made to Android-specific tools and settings:
Unity now provides information on Application Not Responding (ANR) errors for Android projects. Use the Diagnostics feature in the Unity Dashboard to view ANR errors and find out more information about when and why they occurred.
Added preconfigured build profiles to the Web platform. These configurations optimize project settings for development or release on mobile or desktop devices.
For more information, refer to Web setting configurations.
You can now override the default Diagnostics settings to collect diagnostics data per build profile through the Build Profiles window. The Diagnostics section is only visible when using a build profile on Android, iOS, macOS, and Windows platforms.
This section outlines recent updates to programming-specific tools and settings.
Unity Test Framework is now a core package and its user manual is integrated with the core Unity manual.
To learn more, refer to Testing your code.
The IL2CPP Code Generation Player setting is renamed as follows:
This section outlines recent updates to Unity’s UI Toolkit.
You can now create World Space UI and position it alongside 2D or 3D objectsA 3D GameObject such as a cube, terrain or ragdoll. More info
See in Glossary in the Scene. This lets you move, rotate, and scale UI elements like any other object. It’s ideal for interactive elements, such as health bars or labels, that are tied directly to in-game objects or characters.
For more information, refer to World Space UI.
Use the new TextElement.PostProcessTextVertices API to modify the mesh vertices of each glyph immediately before UI Toolkit renders them. You can use this callback to customize the position, tint, and UV coordinates of the text at a low level.
For an example of how to use this API, refer to Create custom text animation.
The Advanced Text Generator now fully supports the text Best Fit feature, which automatically adjusts text size to fit its container, enhancing text layout flexibility and adaptability.
The Best Fit feature also supports the following:
Unity AI introduces a suite of AI tools integrated in the Unity Editor to make creating with Unity faster and easier.
Added support to enable or disable Unity AI Assistant and Generators features from the Unity Dashboard. When disabled, no users in your organization are able to use the AI features, even if the packages are installed.
The new Assistant replaces Muse Chat and offers a project-aware experience directly in the Editor. Ask questions, generate code, batch rename assets, or place objects in a scene - all while interacting with your current project context.
Assistant supports three modes of operation for handling queries and tasks:
The Generators toolset consolidates Sprite, Texture2D, Sound, Animation, and Material into one streamlined workflow to generate sprites, textures, animations, and now sound. Generated content is saved directly into Unity assets for immediate use.
Generators use several first-party (Unity) and Partner Models (Scenario, Inc. and Layer AI, Inc.) to generate and refine assets.
The new Inference Engine replaces Sentis and improves local inference performance for runtime AI models. It lays the groundwork for upcoming ML-Agents compatibility and supports a variety of model formats for runtime use.
This section outlines recent updates to Unity’s extended reality (XR) support.
Unity 6.2 is the last version that fully supports the Magic Leap. Starting from Unity 6.3, the Magic Leap (x86_64) target will be limited to existing projects only.
Added support for thin Link Time Optimization of the Unity Engine code for the Meta Quest platform.
Refer to Develop for Meta Quest workflow for more information.
Added examples of the Occlusion, Persistent Anchor, and Light Estimation features to the VRVirtual Reality More info
See in Glossary and MRMixed Reality
See in Glossary templates.
Added the Visible Triangle Mesh for optimized post-processingA process that improves product visuals by applying filters and effects before the image appears on screen. You can use post-processing effects to simulate physical camera and film properties, for example Bloom and Depth of Field. More info post processing, postprocessing, postprocess
See in Glossary in XR projects. Post-processing techniques are applied only to visible areas of the screen, and not hidden pixelsThe smallest unit in a computer image. Pixel size depends on your screen resolution. Pixel lighting is calculated at every screen pixel. More info
See in Glossary in the Occlusion Mesh.
Enabled the Qualcomm VK_QCOM_render_pass_shader_resolve
to use Multisample Anti-Aliasing (MSAA) on untethered XR devices, such as Meta Quest.