Version: Unity 6.3 LTS (6000.3)
Language : English
Unity attributes
Managing update and execution order

Migrate from InstanceID to EntityId

Unity identifies every object it loads or creates with an object identifier. The EntityId struct is the type of that identifier, and it replaces the int-based InstanceID APIs. EntityId unifies the way GameObjects and entities identify Unity objects, and removes legacy assumptions about how object identifiers behave.

The int-based object identity APIs are obsolete. They still compile and produce deprecation warnings that mention the EntityId API. EntityId also converts implicitly to and from int, so scripts that contain object identifiers in integers keep working without changes.

Storing object identity in an int assumes that the value has a meaningful sign, a reliable order, and a stable serialized form. None of that is true. Change the types, not just the API names.

This migration affects code that uses object identifiers directly. Common examples include Editor extensions, object lookup code, selection code, custom TreeView implementations, custom serialization, caches, object pools, and packages that store Unity object identifiers in int fields.

This guide is relevant for Unity object identity APIs. It doesn’t apply to shader and GPU instancing identifiers such as unity_InstanceID or SV_InstanceID.

Find affected code

Because the obsolete APIs produce warnings rather than errors, and because EntityId converts implicitly to and from int, a clean compile doesn’t mean your project is migrated. Use both the deprecation warnings and search for API to update manually.

  1. Update Unity packages, embedded packages, and Asset Store packages.
  2. Fix the deprecation warnings that name an EntityId replacement.
  3. Search your project and embedded packages for the following identifiers and patterns:
    • GetInstanceID, InstanceID, instanceID, instanceIDs.
    • objectInstanceId and other field or property names that contain InstanceID.
    • GetHashCode calls on UnityEngine.Object or EntityId.
    • int.Parse or int.TryParse near identifier strings.
    • ToString on an EntityId or Object that is then stored, parsed, or compared.
    • Sorting and sign checks on identifier values, such as OrderBy(obj => obj.GetInstanceID()), FindObjectsSortMode.InstanceID, or id < 0.
  4. Inspect third-party package code if the package vendor hasn’t released a version that uses the EntityId APIs. For more information, refer to Handle third-party packages.

Unity’s automatic script updater doesn’t migrate the main InstanceID APIs such as GetInstanceID for you. Use the deprecation warnings, IDE warnings, and a manual code search to find affected code, then update the surrounding data types manually.

Replace InstanceID APIs

Use EntityId APIs when the value represents Unity object identity. The following table lists common replacements.

Old API or pattern Replacement Check when you migrate
Object.GetInstanceID() Object.GetEntityId() Change the receiving type from int to EntityId.
Resources.InstanceIDToObject(int) Resources.EntityIdToObject(EntityId) Pass an EntityId, not an integer that you reconstructed by hand.
Resources.InstanceIDIsValid(int) Resources.EntityIdIsValid(EntityId) Keep validity checks typed as EntityId.
Resources.InstanceIDToObjectList(NativeArray<int>, List<Object>) Resources.EntityIdsToObjectList(NativeArray<EntityId>, List<Object>) Change the full array or list pipeline to EntityId.
Resources.InstanceIDsToValidArray(...) Resources.EntityIdsToValidArray(...) Change both NativeArray and Span call sites to EntityId.
Selection.instanceIDs, Selection.activeInstanceID, Selection.Contains(int) Selection.entityIds, Selection.activeEntityId, Selection.Contains(EntityId) Change selection storage from int[] to EntityId[].
EditorUtility.InstanceIDToObject(int) EditorUtility.EntityIdToObject(EntityId) This is an Editor API. Use runtime APIs for runtime code.
EditorUtility.IsDirty(int), EditorUtility.GetDirtyCount(int) EditorUtility.IsDirty(EntityId), EditorUtility.GetDirtyCount(EntityId) Change the identifier that feeds the call, not just the call.
LazyLoadReference<T>.instanceID LazyLoadReference<T>.entityId Check serialized data that stored the old integer value.
[OnOpenAsset] callback with an int parameter [OnOpenAsset] callback with an EntityId parameter Search your codebase. The attribute accepts both signatures, so the int version compiles without a warning.
Physics.BakeMesh(int, bool) Physics.BakeMesh(EntityId, bool) Change any mesh ID arrays or pools that feed the call.
RaycastHit.colliderInstanceID RaycastHit.colliderEntityId Change the field or collection that stores the result.
TransformAccessArray.Add(int) TransformAccessArray.Add(EntityId) Change the identifier source, including job data.
TreeView, TreeViewItem, TreeViewState with implicit int IDs TreeView<TIdentifier>, TreeViewItem<TIdentifier>, TreeViewState<TIdentifier> Use EntityId only when the tree item ID is a Unity object identity.
HierarchyProperty HierarchyIterator For more information, refer to Migrate hierarchy iteration.

The table isn’t exhaustive. Many other Unity APIs follow the same pattern. For example, GlobalObjectId, EditorUtility, InternalEditorUtility, GameObject, SceneManager, DragAndDrop, Lightmapping, Terrain, ContactPoint, the profiler frame data APIs, and various render pipeline APIs add EntityId-typed members alongside the obsolete int-typed ones. Any API that accepts, returns, stores, or compares an object InstanceID needs the same review.

When you migrate, distinguish identifier int variables from ordinary int variables. An int that contains a UnityEngine.Object reference must become an EntityId. An int that stores a temporary local value unrelated to Unity object identity can stay as int.

Change identity data structures to EntityId

Don’t replace a Unity object identifier with an int hash. If the value identifies a Unity object, store the full EntityId.

Before:

Dictionary<int, ObjectState> states = new();

int id = target.GetInstanceID();
states[id] = state;

After:

Dictionary<EntityId, ObjectState> states = new();

EntityId id = target.GetEntityId();
states[id] = state;

Use HashSet<EntityId> and Dictionary<EntityId, TValue> for identity maps and sets. These collections can use EntityId.GetHashCode internally while still comparing the full EntityId value for equality.

Don’t use EntityId.GetHashCode or Object.GetHashCode as a stored identifier. The hash code is derived from the internal representation of the EntityId and isn’t part of the API contract. It isn’t a stable serialized format, and it isn’t a replacement for the old int InstanceID.

Don’t rely on the int conversion

EntityId converts implicitly to and from int, so the following code still compiles, and Unity does not display a deprecation warning:

int id = target.GetEntityId();

Treat this only as an intermediate state for code you haven’t migrated yet. Change the field, parameter, property, or collection key type:

EntityId id = target.GetEntityId();

Don’t derive an identifier from a hash:

int id = target.GetEntityId().GetHashCode();

Some unrelated Unity APIs still use int IDs. For example, an IMGUI control ID isn’t a Unity object identifier. Don’t pass an EntityId hash to those APIs unless the API needs only a temporary, non-persistent control ID and your code doesn’t depend on unique object identity.

To check whether an EntityId is set to a value other than EntityId.None, use the EntityId.IsValid instance method. To check whether the identified object is currently loaded, use Resources.EntityIdIsValid.

Don’t infer meaning from the numeric value

The old InstanceID value was an implementation detail, but some projects used its numeric value to infer object state. Those inferences were never guaranteed behavior, and they don’t apply to EntityId.

Don’t use EntityId values to infer:

  • Creation order.
  • Scene hierarchy order.
  • Load order.
  • Runtime-created versus asset-loaded state.
  • Prefab instance state.
  • Persistence.

In particular, don’t check whether an ID is negative. Old code sometimes used instanceID < 0 to guess whether an object was created at runtime. The sign of an object identifier isn’t a supported indicator of anything.

After Unity destroys an object, it can reuse that object’s identifier value for a different object. Because of this reuse, two objects created one after another can have EntityId values in any order.

For Editor code that needs to know whether an object is persistent, use the Editor-only API EditorUtility.IsPersistent. To perform similar checks in runtime code, use a project-specific data model instead of interpreting the identifier value.

Sort by the property you need

Don’t sort by InstanceID or EntityId to recover creation order. EntityId ordering is arbitrary. Comparison operators and CompareTo are useful only when a data structure needs a consistent ordering, such as a sorted collection or binary search.

Before:

var objectsInCreationOrder = objects.OrderBy(obj => obj.GetInstanceID());

After:

var objectsByName = objects.OrderBy(obj => obj.name);

If your code needs creation order, record creation order explicitly:

readonly List<GameObject> m_CreationOrder = new();

public void Register(GameObject instance)
{
    m_CreationOrder.Add(instance);
}

If your code needs hierarchy order, sort by hierarchy data such as sibling index, transform path, or another domain-specific key.

FindObjects APIs

Object.FindObjectsByType can sort its results by object identifier when you pass FindObjectsSortMode.InstanceID, and Object.FindFirstObjectByType returns the first result in that ordering. Neither ordering reflects creation order, hierarchy order, or load order.

Identifier sorting is also slow. The Unity engine team measured that the InstanceID sort accounted for most of the time spent in FindObjectsOfType.

Pass FindObjectsSortMode.None when order doesn’t matter:

var renderers = Object.FindObjectsByType<MeshRenderer>(FindObjectsSortMode.None);

If order matters, sort the result by the property your code actually needs:

var renderers = Object.FindObjectsByType<MeshRenderer>(FindObjectsSortMode.None)
    .OrderBy(renderer => renderer.transform.GetSiblingIndex())
    .ToArray();

Object.FindAnyObjectByType is the single-result API that doesn’t depend on identifier ordering. Use it when any matching object is acceptable. If your code needs a specific result, implement an explicit ordered lookup on a batch result.

Update serialization and saved data

Audit any code that stores InstanceID values in serialized fields, save files, Editor preferences, caches, or custom asset formats. Examples include:

  • [SerializeField] int m_InstanceId.
  • Dictionary<int, TValue> serialized through a custom format.
  • String data created from instanceID.ToString.
  • Cache files that store object IDs as numbers.
  • Public plugin APIs that expose object IDs as int.

Changing an int field to EntityId changes the structure of serialized data. Unity can’t know that an arbitrary serialized int field contained an old InstanceID. Plan a data migration if the data must survive the upgrade.

Object identifiers aren’t stable across sessions. Unity assigns them when it loads or creates an object, and the same object gets a different identifier the next time you open the project or start the Player. Don’t persist an object identifier and expect it to resolve later, in either its int or its EntityId form.

Don’t serialize EntityId with ToString and parse the result later. The string format is an implementation detail that can change between Unity versions. ToString is for display and debugging only.

For save games, network protocols, analytics, or similar data, use your own stable identifier. In the Editor, use GlobalObjectId when you need a persistent reference to an asset or scene object.

Update Editor callbacks

For asset-open callbacks, change the [OnOpenAsset] callback parameter from int to EntityId:

using UnityEditor;
using UnityEditor.Callbacks;
using UnityEngine;

public static class OpenAssetHandler
{
    [OnOpenAsset]
    public static bool OnOpenAsset(EntityId entityId, int line)
    {
        Object asset = EditorUtility.EntityIdToObject(entityId);
        // Custom open behavior.
        return false;
    }
}

[OnOpenAsset] recognizes both the int and the EntityId parameter signatures, so the int version compiles without a deprecation warning. Search your codebase explicitly, because neither the compiler nor the IDE-side updater flags the [OnOpenAsset] signature for you.

Some user-defined callback methods can’t be marked obsolete at the declaration site. Search for old callback signatures and fix analyzer warnings from your IDE or Unity tooling.

Update TreeView code

If your Editor extension uses IMGUI TreeView APIs, migrate the identifier type deliberately. The non-generic TreeView, TreeViewItem, and TreeViewState types are obsolete. The generic versions let you choose the identifier type:

using UnityEditor.IMGUI.Controls;
using UnityEngine;

class ObjectTreeView : TreeView<EntityId>
{
    public ObjectTreeView(TreeViewState<EntityId> state)
        : base(state)
    {
    }

    protected override TreeViewItem<EntityId> BuildRoot()
    {
        return new TreeViewItem<EntityId>
        {
            id = EntityId.None,
            depth = -1,
            displayName = "Root"
        };
    }
}

Use EntityId as the TIdentifier only when the tree item represents a Unity object. If the tree item represents another concept, use a stable identifier that belongs to that concept. Existing code that never stored object identity in the tree item ID can move to TreeView<int>, TreeViewItem<int>, and TreeViewState<int> unchanged.

Pinning the generic types to <int> with a using alias reduces the number of edits in large files. Check for type-name collisions. An alias also makes it harder to see which identifier type each tree uses.

Migrate hierarchy iteration

If your Editor code iterates the hierarchy with HierarchyProperty, migrate to HierarchyIterator. HierarchyProperty is obsolete. The class, every method that takes or returns identifiers, and the expanded-set arrays change from int to EntityId:

// Before
var prop = new HierarchyProperty(HierarchyType.GameObjects);
int[] expanded = Array.Empty<int>();
while (prop.Next(expanded))
{
    int id = prop.instanceID;
    Debug.Log($"Object: {prop.name}, id={id}");
}

// After
var iter = new HierarchyIterator(HierarchyType.GameObjects);
EntityId[] expanded = Array.Empty<EntityId>();
while (iter.Next(expanded))
{
    EntityId id = iter.entityId;
    Debug.Log($"Object: {iter.name}, id={id}");
}

If your code stores expanded-state arrays as int[], change the storage type to EntityId[].

For custom scene search engines, replace ISceneSearchEngine with ISceneSearchEngineV2, update the Filter method signature from HierarchyProperty to HierarchyIterator, and call the matching SceneSearch.RegisterEngine and SceneSearch.UnregisterEngine overloads. If your code reads SceneSearchContext.rootProperty, switch to SceneSearchContext.rootIterator.

Handle third-party packages

A package that still uses the obsolete InstanceID APIs compiles, but its deprecation warnings can hide warnings in your own code. If a package still uses the obsolete InstanceID APIs:

  • Update the package through Package Manager or the Asset Store.
  • Check whether the package is embedded in the Packages folder or cached in Library/PackageCache.
  • Remove the package if the project doesn’t use it.
  • Contact the vendor for a version that uses the EntityId APIs.
  • Patch an embedded copy if you must keep using the package before the vendor ships an update.

If you maintain code that must support multiple Unity versions, use version guards around the old and new API paths. Choose the version symbol for the first Unity version that contains the replacement API you call. Don’t assume one symbol covers every EntityId replacement.

Update automated tests

If your project or package includes automated tests, update tests that depend on InstanceID ordering or sign.

Tests that fail after the migration often rely on old accidental ordering. Don’t restore the old behavior by sorting on EntityId. Change the test to express the actual requirement.

Use order-independent assertions when order isn’t part of the contract:

CollectionAssert.AreEquivalent(expectedObjects, actualObjects);

Use explicit ordering when order is part of the contract:

var actualObjects = Object.FindObjectsByType<MyComponent>(FindObjectsSortMode.None)
    .OrderBy(component => component.name)
    .ToArray();

Test Editor extensions and package code after the project compiles. Callback migrations, serialized data migrations, and package patches can fail outside the initial warning list.

EntityId binary layout

Ensure that your code doesn’t depend on the binary representation of EntityId.

The struct doesn’t expose its internal fields, and its layout is an implementation detail that can change between Unity versions. Avoid the following:

  • Storing state in EntityId bits.
  • Performing arithmetic, bitwise operations, or sign checks on EntityId values.
  • Comparing raw bytes of structs that contain EntityId fields.
  • Depending on padding around EntityId fields.
  • Hard-coding an assumption about sizeof(EntityId).

Compare struct fields explicitly rather than using raw byte comparisons, and compare EntityId values through the EntityId API. Use EntityId.IsValid to check whether a value is set to a value other than EntityId.None.

Store EntityId values in EntityId-typed fields, not in IntPtr, void*, nint, or int fields. Aliasing an object identifier with a pointer-sized or integer field makes an assumption about the size of the identifier that isn’t part of the API design. The pointer size itself differs between 64-bit platforms such as the Unity Editor and 32-bit runtime platforms.

Migration checklist

Use the following checklist to review your project:

  • Replace InstanceID API calls with the equivalent EntityId API calls.
  • Change identity-related int fields, parameters, properties, arrays, and collection keys to EntityId, rather than relying on the implicit int conversion.
  • Replace [OnOpenAsset] callbacks that take an int parameter with the EntityId signature.
  • Update TreeView code to use the correct generic identifier type.
  • Migrate HierarchyProperty code to HierarchyIterator, including expanded-set arrays.
  • Remove sign checks such as id < 0.
  • Don’t perform arithmetic or bitwise operations on EntityId values.
  • Stop sorting by InstanceID or EntityId to recover creation order, and pass FindObjectsSortMode.None when order doesn’t matter.
  • Stop using GetHashCode as an object identifier.
  • Stop using ToString plus integer parsing for serialization.
  • Audit serialized data and save formats that used InstanceID.
  • Audit code that stores identifiers in pointer-sized fields (IntPtr, void*, nint, int).
  • Update or patch third-party packages that still use InstanceID APIs.
  • Update automated tests that relied on old ordering or sign behavior.

Additional resources

Unity attributes
Managing update and execution order