This page lists changes in Unity 6.2 in these areas that can affect existing projects when you upgrade from Unity 6.1 to Unity 6.2:
This section outlines recent updates to Unity’s graphics systems that can affect your upgrade experience.
Unity 6.2 deprecates a set of shader APIs that are superseded by more recent APIs. Refer to the 6.2 release notes for the full list of deprecated APIs and the APIs to replace them with. The deprecated APIs will be removed in a future release.
The AfterRendering injection point now always executes after the final blit to the back buffer. In previous Unity versions, AfterRendering sometimes executes before the final blit, if, for example, an effect like Fast Approximate Anti-Aliasing (FXAA) or an upscaler requires an additional final post-processing render pass.
To preserve the old behavior and continue rendering into an intermediate texture rather than the back buffer, change the event in your custom render pass from AfterRendering to AfterRenderingPostProcessing. This avoids further changes such as handling y-flips. The change is backward-compatible, so you can apply it to Unity 6.0 and later to maintain compatibility across all Unity 6 versions.
The SetupRenderPasses API is now deprecated in the Universal Render Pipeline (URP). This API will be removed in a future release.
If your project contains Scriptable Renderer Features that use SetupRenderPasses, rewrite them using the render graph system and the AddRenderPasses API. For more information, refer to Render graph system.
For compatibility purposes, Unity 6 includes the option to disable the render graph system and use the rendering path from previous URP versions. Unity no longer develops or improves this rendering path. For more information, refer to Compatibility Mode.
This section outlines recent updates to Unity’s UI Toolkit that can affect your upgrade experience.
The VisualElement.transform API has been deprecated.
To set values, use:
To read values, use: