Version: Unity 6.5 (6000.5)
Language : English
Unity attributes
Managing update and execution order

Migrate from InstanceID to EntityId

Starting in Unity 6.4, Unity replaces the 32-bit integer InstanceID with the 64-bit EntityId struct. EntityId unifies the way 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
and entities identify Unity objects, and removes legacy assumptions about how object identifiers behave.

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 shaderA program that runs on the GPU. More info
See in Glossary
and GPU instancing identifiers such as unity_InstanceID or SV_InstanceID.

Prepare before you upgrade

Starting in Unity 6.5, obsolete InstanceID APIs cause compilation errors. Replace those APIs with the matching EntityId APIs.

An EntityId is a 64-bit value. A 32-bit integer can’t represent it. Code that bypasses compiler errors (for example, by suppressing them or by calling the int-based APIs from a precompiled assembly) can silently truncate identifiers at runtime.

Prepare the project before you open it in the target Unity version:

  1. Update Unity packages, embedded packagesAn embedded package is a mutable package that you store under the Packages directory at the root of a Unity project. This differs from most packages which you download from a package server and are immutable. More info
    See in Glossary
    , and Asset StoreA growing library of free and commercial assets created by Unity and members of the community. Offers a wide variety of assets, from textures, models and animations to whole project examples, tutorials and Editor extensions. More info
    See in Glossary
    packages.
  2. Search your project and embedded packages for the following identifiers and patterns:
    • GetInstanceID, InstanceID, instanceID, instanceIDs.
    • FindObjectsSortMode, FindObjectsSortMode.InstanceID.
    • FindFirstObjectByType, FindObjectOfType.
    • GetHashCode calls on UnityEngine.Object or EntityId.
    • objectInstanceId, objectReferenceInstanceIDValue, and other field or property names that contain InstanceID.
    • int.Parse or int.TryParse near identifier strings.
    • ToString on an EntityId or Object that is then stored, parsed, or compared.
  3. Fix the compilation errors.
  4. Inspect third-party package code if the package vendor hasn’t released a version compatible with EntityId. For more information, refer to Handle third-party packages.

Consider migrating through intermediate Unity versions so you can fix deprecation warnings before they become errors.

Unity’s automatic script updater doesn’t migrate the main InstanceID APIs such as GetInstanceID for you. Use compiler errors, 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 a truncated integer.
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.
SerializedProperty.objectReferenceInstanceIDValue SerializedProperty.objectReferenceEntityIdValue Update both reads and writes.
EditorApplication.hierarchyWindowItemOnGUI EditorApplication.hierarchyWindowItemByEntityIdOnGUI Change the callback parameter from int to EntityId.
ProjectWindowCallback.EndNameEditAction ProjectWindowCallback.AssetCreationEndAction Update overridden method signatures from int to EntityId.
[OnOpenAsset] callback with int parameter [OnOpenAsset] callback with EntityId parameter Search your codebase explicitly because the IDE-side updater doesn’t migrate the [OnOpenAsset] signature for you.
LazyLoadReference<T>.instanceID LazyLoadReference<T>.entityId Check serialized data that stored the old integer value.
Object.FindObjectsByType(..., FindObjectsSortMode) Object.FindObjectsByType(Type) or Object.FindObjectsByType(Type, FindObjectsInactive) The FindObjectsSortMode enum is also obsolete. Use the no-sort overloads, then sort by a property if you need order.
Object.FindFirstObjectByType Object.FindAnyObjectByType FindFirstObjectByType is obsolete because it relied on InstanceID ordering. Use explicit ordering after a batch lookup if you need a specific result.
Object.FindObjectOfType Object.FindAnyObjectByType Same as above.
EntityId.GetRawData() EntityId.ToULong(target) GetRawData was published in early Unity 6.4 builds and is now obsolete. Use the ToULong and FromULong pair.
SessionState.GetULong, SetULong, EraseULong, and the corresponding array APIs (when used to store object IDs) SessionState.GetEntityId, SetEntityId, EraseEntityId, and the corresponding array APIs The ulong-typed APIs were removed. Switch to the new EntityId family for object identity storage.
Physics.BakeMesh(int, bool) Physics.BakeMesh(EntityId, bool) Change any 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
ID arrays or pools that feed the call.
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 and IHierarchyIterator For more information, refer to Migrate hierarchy iteration.

The table isn’t exhaustive. Many other Unity APIs follow the same pattern. For example, AssetDatabase, GlobalObjectId, ObjectChangeEvents event arguments, EditorUtility, InternalEditorUtility, EventMarker, Terrain, and various 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
APIs add EntityId-typed overloads alongside the obsolete int-typed members. Any API that accepts, returns, stores, or compares an object InstanceID needs the same review.

When you migrate, distinguish identifier int variables from common temporary 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 only part of the EntityId value, so different objects can share the same hash code. It isn’t unique, it isn’t a stable serialized format, and it isn’t a replacement for the old int InstanceID.

Don’t convert EntityId to int

There is no general, unique, lossless EntityId to int conversion. Code that stores identifiers in int fields must usually change the field, parameter, property, or collection key type to EntityId.

Don’t do the following:

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

Use EntityId directly:

EntityId id = target.GetEntityId();

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 non-default, use the EntityId.IsValid instance method. To check whether the identified object is currently loaded, use Resources.EntityIdIsValid.

If you encounter EntityId.GetRawData in legacy code, replace it with EntityId.ToULong. GetRawData was published in early Unity 6.4 builds and is now an obsolete-warning API. To convert the value and convert it back, use EntityId.ToULong and EntityId.FromULong together.

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. EntityId removes those assumptions.

Don’t use EntityId values to infer:

  • Creation order.
  • 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
    hierarchy order.
  • Load order.
  • Runtime-created versus asset-loaded state.
  • PrefabAn asset type that allows you to store a GameObject complete with components and properties. The prefab acts as a template from which you can create new object instances in the scene. More info
    See in Glossary
    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. That guess was never guaranteed behavior, and it doesn’t apply to EntityId. All EntityId values are positive.

After Unity destroys an object, it can reuse that object’s EntityId 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

Don’t rely on Unity preserving InstanceID ordering during migration. The following APIs are obsolete because they relied on InstanceID sort order:

  • Object.FindObjectsByType(..., FindObjectsSortMode) and the generic equivalents.
  • Object.FindFirstObjectByType and the generic equivalents.
  • The FindObjectsSortMode enum itself.

InstanceID sorting was also slow. The Unity engine team measured that the InstanceID sort accounted for around 93% of the time spent in FindObjectsOfType, depending on the project.

Use overloads that don’t take FindObjectsSortMode when order doesn’t matter:

var renderers = Object.FindObjectsByType<MeshRenderer>();

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

var renderers = Object.FindObjectsByType<MeshRenderer>()
    .OrderBy(renderer => renderer.transform.GetSiblingIndex())
    .ToArray();

FindAnyObjectByType is the only 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, do an explicit ordered lookup on a batch result rather than relying on FindFirstObjectByType returning the first object in a previous InstanceID ordering.

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.

Don’t serialize EntityId with ToString and parse the result later. The EntityId string format has already changed between Unity versions, and Unity reserves the right to change it again. ToString is for display and debugging only.

If you must convert the raw EntityId value to ulong and back, use EntityId.ToULong and EntityId.FromULong together, and treat the ulong as a raw value that you don’t read or interpret:

EntityId id = target.GetEntityId();

ulong raw = EntityId.ToULong(id);
EntityId restored = EntityId.FromULong(raw);

Store the raw value as ulong, not int. Converting an EntityId through int silently truncates the high 32 bits, and EntityId.FromULong reconstructs a corrupted value with no way to detect the error.

Don’t inspect the bits, sort by the raw value, store state in the raw value, convert it to int, or build long-lived external formats around the current bit layout. The raw layout is an implementation detail and can change between Unity versions.

For save games, network protocols, analyticsAbbreviation of Unity Analytics
See in Glossary
, or other durable external data, use your own stable identifier instead of a raw EntityId.

Update Editor callbacks

Editor callback APIs are a common source of migration work because the callback signature changes, not just the API name.

For hierarchy GUI callbacks, replace hierarchyWindowItemOnGUI with hierarchyWindowItemByEntityIdOnGUI:

using UnityEditor;
using UnityEngine;

[InitializeOnLoad]
public static class CustomHierarchyStyling
{
    static CustomHierarchyStyling()
    {
        EditorApplication.hierarchyWindowItemByEntityIdOnGUI += OnHierarchyGUI;
        EditorApplication.hierarchyChanged += EditorApplication.RepaintHierarchyWindow;
    }

    static void OnHierarchyGUI(EntityId entityId, Rect selectionRect)
    {
        GameObject obj = EditorUtility.EntityIdToObject(entityId) as GameObject;
        if (obj == null || !obj.CompareTag("Special"))
            return;

        Rect iconRect = new Rect(selectionRect.x - 20, selectionRect.y, 18, 18);
        GUI.Label(iconRect, EditorGUIUtility.IconContent("d_Favorite"));
    }
}

For project-window asset creation callbacks, replace EndNameEditAction with AssetCreationEndAction and update the overridden method signatures:

using UnityEditor.ProjectWindowCallback;
using UnityEngine;

public class CreateAssetAction : AssetCreationEndAction
{
    public override void Action(EntityId entityId, string pathName, string resourceFile)
    {
        Object asset = UnityEditor.EditorUtility.EntityIdToObject(entityId);
        Debug.Log($"Created asset: {asset}");
    }
}

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;
    }
}

The int-parameter overload of [OnOpenAsset] is removed entirely in later Unity versions. Search your codebase explicitly because the IDE-side updater doesn’t migrate 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 generic TreeView APIs 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.

Unity’s automatic script updater applies the using alias upgrade for the non-generic TreeView types, so existing code that uses TreeView, TreeViewItem, and TreeViewState can keep compiling against the generic versions pinned to <int>. Use this as a temporary measure while you migrate the underlying identifier type.

using aliases can reduce the number of edits in large files, but check for type-name collisionsA collision occurs when the physics engine detects that the colliders of two GameObjects make contact or overlap, when at least one has a Rigidbody component and is in motion. More info
See in Glossary
. A short alias can hide whether a tree still uses int identifiers or has moved to EntityId identifiers.

Migrate hierarchy iteration

If your Editor code iterates the hierarchy with HierarchyProperty, migrate to HierarchyIterator. The class, the IHierarchyIterator interface, 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. The related drag-and-drop helpers InternalEditorUtility.HierarchyWindowDrag and InternalEditorUtility.ProjectWindowDrag are also obsolete; use the V2 versions, which take a HierarchyIterator.

Handle third-party packages

A package that still uses obsolete InstanceID APIs can prevent the whole project from compiling. If a package still uses 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 compatible with EntityId.
  • 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, sign, or integer-size behavior.

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>()
    .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 compiler error list.

EntityId size and binary layout

Ensure that your code does not depend on the binary representation of EntityId.

EntityId is 8 bytes. The struct doesn’t expose its internal fields, and the bit layout is an implementation detail that can change between Unity versions.

The following table summarizes the differences between the old int InstanceID and the new EntityId:

Feature InstanceID (int) EntityId (struct)
Size 4 bytes 8 bytes
Sign-bit meaning Negative meant runtime-created, positive meant persistent. No meaning; all values are positive.
Fits in a pointer-sized field On all platforms. On 64-bit platforms only.
Sort order Coincidentally reflected creation order in some cases. No meaningful order, Unity reuses values for different objects.
Bit layout Implementation detail. Implementation detail; subject to change between Unity versions.

Don’t store identifiers in pointer-sized fields

EntityId is 8 bytes, so it fits in a pointer-sized field on 64-bit platforms, including the Unity Editor. It doesn’t fit in a pointer-sized field on 32-bit runtime platforms such as WebGLA JavaScript API that renders 2D and 3D graphics in a web browser. The Unity Web build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. More info
See in Glossary
or 32-bit Android. Code that aliased the old 4-byte InstanceID with a pointer-sized field works by coincidence on 64-bit platforms and fails silently or corrupts data on 32-bit platforms.

Store EntityId values in EntityId-typed fields, not in IntPtr, void*, nint, or int fields.

Don’t perform arithmetic on EntityId values

Don’t perform arithmetic, bitwise operations, or sign checks on EntityId values. The 64-bit raw value can’t be distinguished from invalid by inspection alone, and the bit layout is an implementation detail.

Use the EntityId API for comparisons. Use EntityId.IsValid to check whether a value is non-default.

Truncated EntityIds are detected at runtime

If code passes a truncated EntityId value to an API such as Resources.EntityIdToObject (for example, a value whose high bits were lost through an int cast), Unity detects the truncation at runtime and reports an error rather than silently returning the wrong object. This protects against the most common int-truncation bugs but isn’t a substitute for migrating the underlying types.

Don’t compare raw bytes of containing structs

Avoid the following:

  • Storing state in EntityId bits.
  • Comparing raw bytes of structs that contain EntityId fields.
  • Depending on padding around EntityId fields.
  • Assuming sizeof(EntityId) == 4.

Containing structs can have different padding or member offsets after the size change from 4 to 8 bytes. Compare struct fields explicitly rather than using raw byte comparisons. Compare EntityId values through the EntityId API.

Migration checklist

Use the following checklist to review your project:

  • Replace InstanceID API calls with EntityId API calls.
  • Change identity-bearing int fields, parameters, properties, arrays, and collection keys to EntityId.
  • Replace Selection.instanceIDs, Selection.activeInstanceID, and Selection.Contains with the EntityId equivalents.
  • Replace editor callbacks that pass int IDs with EntityId callback variants, including [OnOpenAsset].
  • 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.
  • Replace FindObjectsByType overloads with the no-sort overloads, plus explicit sorting when needed.
  • Replace FindFirstObjectByType and FindObjectOfType with FindAnyObjectByType (or with explicit ordering after a batch lookup).
  • Stop using GetHashCode as an object identifier.
  • Stop using ToString plus integer parsing for serialization.
  • Replace EntityId.GetRawData with EntityId.ToULong.
  • Treat EntityId.ToULong values as raw data that you don’t interpret, and store them as ulong, not int.
  • Switch SessionState storage of object IDs from the ulong-based APIs to the new SessionState.GetEntityId and SetEntityId family.
  • Audit serialized data and save formats that used InstanceID.
  • Audit code that stores identifiers in pointer-sized fields. On 32-bit runtime platforms such as WebGL and 32-bit Android, an 8-byte EntityId doesn’t fit in a pointer-sized field.
  • Update or patch third-party packages that still use InstanceID APIs.
  • Update automated tests that relied on old ordering, sign, or integer-size behavior.

Additional resources

Unity attributes
Managing update and execution order