Unity 6.2 (6000.2) introduces several new features and improvements.
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 Sprite Editor window now includes a toggle to preview changes to sprites directly in the Scene view. This feature allows you to preview changes made to Sprite Rect sizes and pivot positions.
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 detail (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 mesh, 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 GameObjects must be assigned to so they affect prepasses only, use the new Prepass Layer Mask 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 occlusion (SSAO) and decals work correctly with those objects.
This section outlines recent updates to Shader 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 Inspector:
Vector2 values for range remapping.This section outlines recent updates to High Definition Render Pipeline (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 Resolution Scaling (DRS), artifacts caused by luma instability with strobing lights, and corrections to luma resource size for enhanced rendering accuracy.
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 ExecuteBeginRenderPassto optimize the Render Graph workflow by reducing redundant lookups.
This section outlines recent updates to Unity’s Package Manager.
Added a version history entry for the registry version of packages that are also installed from nonregistry sources.
If you have a nonregistry version of a package that has the same version as a registry version of the package, two entries appear in the Version history tab. The Update button provides a convenient mechanism to switch to the registry version, instead of using the nonregistry version in your project. After switching, the Package Manager removes the nonregistry version from its version history, but the local package still exists on disk, with any customization intact. For more information, refer to Switch to another version of a UPM package.
Removed the overrideBuiltIns property from the scopedRegistries array of the project manifest file (manifest.json). This change removes the ability to override the version of a built-in package 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 objects 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.
Sentis 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 VR and MR templates.
Added the Visible Triangle Mesh for optimized post-processing in XR projects. Post-processing techniques are applied only to visible areas of the screen, and not hidden pixels 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.