
The Unity Roadmap
01
Unity Platform
The world’s most popular real-time development platform for creating 2D and 3D games and experiences, including multiple features with their own roadmaps

2D
2D

Released
2D Graphics Performance improvements
Improvements for 2D Renderer in Universal RP
Light textures are now pre-rendered ahead of draw renderers to reduce context ...
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Released
2D Aseprite Importer
The Aseprite Importer is an Asset importer that imports Aseprite's .ase and .aseprite files into Unity.
The Aseprite Import...
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Released
2D Renderers as Mask Sources for SpriteMask.
Sprite Renderer, SpriteShape Renderer & TilemapRenderer can now be used as mask sources for SpriteMasks, unlocking many crea...
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Released
SRP Batcher for 2D Renderers
Tasks that previously loaded the CPU can be moved to the GPU freeing up CPU load for gameplay.
Important Note:
For sprites...
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Released
2D Physics Sub-stepping
Sub-stepping is available for per-frame or manual simulation steps and will perform smaller time-interval sub-steps when a l...
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Released
Sprite Swap Overlay
Supports Sprite Swap animation workflow in the Scene View.
Reveals all the relevant labels that a selected sprite can swap ...
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Released
Tilemap Authoring Improvements
Tilemap authoring improvements to make Tilemap creation and editing workflows more efficient.
Overlay support to the Tile P...
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Planned
Render as 2D
Developers need to incorporate 3D elements in their 2D games while using the 2D Renderer in Unity’s Universal Render Pipelin...
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Planned
2D Animation performance improvements
Bone-based animation plays a crucial role in the 2D animation of many mobile games, significantly contributing to the effici...
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Planned
2D Physics Low-Level API
Why
Developers need consistent behaviour across devices, in Editor and Runtime
Developers need visual debugging support, i...
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Planned
Sprite Atlas analysis
To address the need for more efficient texture memory management in mobile games development, we are developing tooling to a...
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3D Characters & Animation
Animation

Planned
Advancing DOTS
DOTS is Unity’s new high-performance, multithreaded Data-Oriented Technology Stack. Our goals for the next 10+ years of anim...
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Planned
Animation Graphs
Many believe that controlling animation setups are best done through a graph. It does not require coding and is easily trans...
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Planned
Animation Importing
Clips are read only on import, in order to support a smoother update workflow, but this also poses challenges.
What is the ...
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Planned
GameObject<>DOTS
While DOTS and Entities offer a very powerful set of workflows to build games, we believe that there should be a way to acco...
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Planned
Markup Tools
We have a number of ways we can approach adding and controlling animation markup in the Unity Editor. Are there some urgent ...
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Planned
New State Machine
How important is delivering new features to the State Machine?
Would you like the ability to add layers within layers insid...
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Planned
Please Read
We are making steady progress on a number of animation fronts, from the new DOTS architecture, to working prototypes as well...
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Planned
Preview Mode
Without pressing play, what are the most pressing needs of a 3D previewer?
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Planned
Quality of Life
We are continually working on doing our best to fix existing animation issues, and back porting ( whenever possible) many bu...
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Planned
Retargeting Remapping
While Humanoid fills the frequent need to retarget animation, it is limited to the Humanoid structure.
Is it more important...
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Planned
Sockets and Attachments
Do you like to control how your sockets are setup? Maybe where you author your rig and animation is where you are comfortabl...
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Planned
Visual Debugging
Debugging code is vital, but how vital is a visual debugger? If you could see the flow, and transitions in a State Machine o...
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Under Consideration
AI Navigation
If we could simplify the “intelligence” given to characters, as well as to things like path finding, would this investment c...
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Under Consideration
Alembic for Characters
Alembic can address a number of character workflows, including hair and cloth. We would love to hear from you which might be...
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Under Consideration
Animation Window
Animation Authoring and key framing are a big deal, especially for 2D workflows. But for 3D, are there some specific areas w...
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Under Consideration
Character Controllers
We have a few Unity made character controllers available, should we ship them as is, or do you prefer to choose/build your o...
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Under Consideration
Crowds
Sometimes more is indeed better. With hardware getting faster, how many of you see adding 100s of characters as critical to ...
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Under Consideration
Facial Animation
Should we have a simple way for you to do, say just basic facial animation with easy lip-syncing? Or a more comprehensive sy...
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Under Consideration
Motion Matching
Kinematica introduced motion matching capabilities, but it was never a truly focused solution.
We could look at bringing it...
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Under Consideration
Simple Animation
The Legacy Animation system offers some specific performance workflows, but also the ability to have animation without using...
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Under Consideration
Timeline
Timeline offers so many possibilities, it is hard to know where to start. Please tell us your goals.
Better cut scene editi...
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Under Consideration
UI Animation
While not traditionally associated with 3D animation, it is not something we want to overlook.
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AR/VR
XR Content

Released
Multiplayer MR Template
This template is a starting point for multiplayer mixed reality development. It configures project settings, pre-installs ne...
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Planned
Multiplayer MR Template: Networking Updates
We want to make sure the multiplayer MR template takes advantage of the latest features from Unity's Netcode for GameObjects...
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Under Consideration
Animated Controller Models
Visualize and use animated VR controller models.
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Under Consideration
Hand Model Animation Based on Controller Input
Tooling for visualizing controllers with animated hand models. Use cases include wrapping fingers around a sword hilt, gun, ...
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XR Interaction and Input

Released
Improvements to XR Hands
The latest release of XR Hands (v1.5) includes support for common hand gestures like aim, grasp, pinch, and poke via the Ope...
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Released
Improvements to XR Interaction Toolkit
The latest release of XRI (v3.1) includes enhanced UI for the XR Interactions Simulator, controller manipulation for the Nea...
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Planned
Common Cross-Platform Gestures
Help creators create with a common set of prebuilt gestures that are supported across OpenXR-compatible or non-compatible de...
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Planned
Playback and Recording of Hand Poses and Gestures
Help developers record and playback hand poses and gestures which could be used for testing, to simulate hands while using c...
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Planned
Updated Haptic and Visual Feedback System
Help developers add new components and workflows to enable robust feedback mechanisms in the form of visual, auditory, and h...
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Planned
Hand-based Teleportation
Help developers leverage custom hand pose detection and hand tracking to enable teleportation.
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Planned
Common Hand Gesture Fallback
Create a “fallback” provider that can help fill help developer get gesture data without having to go through the XR input sy...
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Planned
UI Toolkit Integration
Support for world space UI in the XR Interaction Toolkit using UI Toolkit
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Under Consideration
Dynamic Hand Gestures
Help developers detect gestures that include multiple poses in the same space, including single poses or multiple poses that...
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XR Platform Support

Released
Experimental Support for Android XR
Unity support for Android XR enables you to build immersive experiences using familiar tools & features in Unity, as well as...
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Released
Build Profiles for XR
Help developers create multiple build profiles for Quest and Android XR platforms, saving different configurations for relea...
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Released
Vulkan MVPVV (Multiview Per View Viewports)
Help developers improve graphics performance significantly by reducing processing load on areas of the screen not visible by...
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Released
Improvements to AR Foundation
The latest release of AR Foundation (v6.1) includes new batch operations for persistent anchors, stereo occlusion for headse...
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Released
Improvements to OpenXR Support for Meta Quest
The latest release of Unity's OpenXR package for Meta-specific features (v2.1) includes support for Quest Link when using AR...
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Planned
Colocation on Meta Quest
Enable multiple headsets to share a virtual space or local multiplayer experience together while in the same physical space.
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Planned
CPU Image Capture on Meta Quest
Expand support of CPU image capture in AR Foundation to Meta Quest, giving developers a consistent way to access the camera ...
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Planned
Environment Raycast on Meta Quest
Enable developers to perform raycast-based operations against any point in a user's physical environment (not just planes).
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Planned
Visibility Mesh
Apply Visibility Mesh occlusion to improve the GPU performance of post processing effects.
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Under Consideration
3D Bounding Box for iOS
A 3D bounding box provides the dimensional bounds of a real world object detected by a device. Bounding box use cases includ...
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Under Consideration
Headless Mode for Automatic Testing
Add support to allow you to interact with XR devices without the need to activate the display or physically wear the device ...
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Under Consideration
OpenXR Vulkan Windows Support
Add support for Vulkan, a 3D graphics API, in OpenXR on Windows (currently available on Android).
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Under Consideration
Persistent Spatial Anchors for ARCore
Persistent Anchors allow objects to remain in a set location as you move and shift your gaze around your physical environmen...
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Under Consideration
Quest Passthrough Image Processing Effects
AR Foundation supports passthrough on Quest. This ticket represents additional passthrough image processing effects such as ...
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Under Consideration
Splash Screen support for Quest Passthrough
Add the ability to integrate passthrough into your application’s splash screen so you can create a complete end to end passt...
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3D World Building
3D World Building
![ProBuilder 6.0 [Unity 6] image](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2F645628169fce0d28124e58ae03d2daa939e9abcc-3840x2072.jpg&w=3840&q=75)
Released
ProBuilder 6.0 [Unity 6]
ProBuilder 5 has many windows and creation options that aren't integrated with the rest of Unity's standard workflows and de...
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![Splines 2.0 [2022 LTS] image](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2F8838934994c9d901ba9cc05a115fba418124df78-1167x611.png&w=3840&q=75)
Released
Splines 2.0 [2022 LTS]
Build better paths in Unity with Splines. If you are building intricate rivers, roads, fences, or camera paths, splines can ...
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![Terrain Tools [2023.1] image](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2F5153ac1be7aa5dece54aae3a0d6352a83ffafd1c-1157x701.png&w=3840&q=75)
Released
Terrain Tools [2023.1]
Terrain Tools 5.1 [2023.1]
Overlays support for more screen real estate
Terrain Tools 5.0 [2022.2]
Scattering improvement...
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Planned
Shader Graph Integration
Utilize Shader Graph to adjust and blend large numbers of materials on the Terrain surface. Extend the terrain shader with a...
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Under Consideration
Grids, Guides & Snapping
Local grids, guides, & snapping workflows in the scene view.
Align objects by position, orientation, and/or scale to one or...
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Audio/Video
Authoring Workflows

Planned
Audio Workflows Phase I
Empowering game designers and sound engineers to easily add sounds, music and narration to their scenes without requiring sc...
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Planned
Create sample video player playback controls
We're currently working on a sample to illustrate common usecases around video and video playback controls.
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Under Consideration
Audio Workflows Phase II
Complex authoring workflows that require scripting and/or sound editing tools external to the Unity Editor are what will be ...
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Under Consideration
Instant Audio Feeback
Seamlessly preview your audio outside of runtime, while you are working on your scene:
Preview one shot sounds
Matrix setu...
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Under Consideration
Profiling and Debugging
The ability to do complex profiling regarding voices, memory, interrelationship between sounds and mixer groups, using tools...
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Under Consideration
Spatial Audio
The ability to create true surround sound experiences:
Workflows to use, preview & visualize, mix and enhance 3D spatial au...
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Under Consideration
Voice
With an enhanced integration with Unity’s Vivox technology we would add the ability to use the player’s voice stream in the ...
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Media Framework

Released
Advanced Encoding Options
The UnityEditor.Media.MediaEncoder class now supports more fine-grained control over the video encoding. It is now possible ...
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Planned
Audio: Hardware Abstraction Layer (HAL)
Improving the current audio device management:
Multiple audio input/outputs
Any number of output speaker configuration
Co...
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Planned
Configurable Clock Source
During playback, the VideoPlayer currently follows the system clock. While adequate for many situations, this does not alway...
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Under Consideration
Enhanced Webcam Support
The media framework will allow for network and file sources, for playback, and “sinks”, for recording/broadcasting. Generic ...
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Under Consideration
Extensible Codec Framework
With the media framework making it possible for users to extend codec and file format support, we could add some of the more...
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Under Consideration
Live Streaming
Consuming audio and/or video streams using formats such as HLS or DASH is useful in many scenarios such as live events or ad...
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Under Consideration
Localization & Subtitles
An aspect of media workflows that opens lots of possibilities for a more diverse audience is language, both written and hear...
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Under Consideration
Runtime Decoding
The Unity media framework exposes all the building blocks needed to make various workflows such as low-level decoding, encod...
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Under Consideration
Runtime Encoding
So far, encoding for audio video has been reserved to editor workflows only, such as with the Unity Recorder. The encoding t...
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Editor
Customizability & Extensibility
![Shortcut Manager Improvements [2022.2] image](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Ffe4f021d591753306f172336eef7b47567a46afc-1277x903.png&w=3840&q=75)
Released
Shortcut Manager Improvements [2022.2]
Various improvements to shortcut/hotkey manager:
Shareable, customizable shortcut profiles
Easy and intuitive shortcuts fi...
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Planned
Asset Collections
Organize frequently used assets together for quick retrieval during content creation.
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Planned
Graph Tools Foundation
Graph Tools Foundation as a public API, internal to the Editor, for creating common front end UI/UX for custom node-based ed...
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Under Consideration
Context specific Inspector
Have an inspector panel only respond to selection changes occuring in a specific window.
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Under Consideration
Customizable Workspaces
We want to streamline task-oriented workflows by providing a simplified and focused user experience when working in the edit...
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Under Consideration
Portable user preferences
Make it easier for carrying user preferences between different projects or computers.
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Under Consideration
Runtime Workflows Across Platforms
With advancements in the way the Unity Editor can be configured it will be possible to enable certain workflows and tools to...
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Usability
![Quality of Life Improvements [2021 LTS] image](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fc34c3bc9b3474b91f1d604dddcc3fe1a92143bcd-1793x1008.jpg&w=3840&q=75)
Released
Quality of Life Improvements [2021 LTS]
Revert to Prefab supports multi-select:
Inspector property context menu 'Revert to Prefab' now works with multiple selected...
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![Quick and powerful search capabilities [2021 LTS] image](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fc34c3bc9b3474b91f1d604dddcc3fe1a92143bcd-1793x1008.jpg&w=3840&q=75)
Released
Quick and powerful search capabilities [2021 LTS]
The Quick Search package has been added directly into the Editor with updated UI for better integration. It can be used to e...
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Released
Scene piercing selection
Right-clicking in the scene view displays a list of objects under your cursor, which makes the selection of specific objects...
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Released
Selection Logger
Navigate through the history of the last selected item through keyboard shortcuts or the dedicated window
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Released
Visual Search Queries
Improved user interface for assisting when building simple to complex search queries.
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![[Removed] Improved, Searchable Context Menus [2023.2] image](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fcb8d1ae6ef6f15bf5857c422c308a789a0f0c42d-881x813.png&w=3840&q=75)
Planned
[Removed] Improved, Searchable Context Menus [2023.2]
We’re improving and standardizing our context menus that pop up when right-clicking across items and workflows. Improvements...
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Planned
Hierarchy Performance and Organization
Create a performant way to organize data in the Hierarchy window.
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Planned
Optimize Enter/Exit Play Mode
Improve performance for Enter/Exit Play Mode
To allow frequent iterations minimise the overheads of entering and exiting Pl...
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Under Consideration
Asset dependency tracking
Quickly visualize what are the dependencies for a given asset, and which assets it's depending on.
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Under Consideration
Bulk edit properties
Edit properties on a large amount of items in a single operation.
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Under Consideration
Concurrent asset editing
Compare or make changes to multiple scenes, prefabs, or any other type of assests, by opening them side-by-side in the edito...
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Under Consideration
Console window improvements
Increase the efficiency of the Console window by displaying text using a monospace font type, and being able to exclude cust...
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Under Consideration
Improve Editor UI readability
The process of evolving the Unity Editor UX in 2019 included moving away from texture-based UI controls in favor of a more m...
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Under Consideration
Project Window Search Integration
The project window is one of the core building blocks of editor workflows. We believe this window would benefit from advance...
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Under Consideration
Save Play Mode Changes
Make it possible to selectively persist changes made during Play Mode so they are not lost.
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Gameplay
Timeline

Released
Action customizability
Adding support for custom actions to Timeline. This lets you create your own shortcuts that affect clips, tracks, or the who...
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Released
Samples
We have added two samples to the Timeline package: Gameplay Sequence and Customization.
The Gameplay Sequence details how to...
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Planned
Cinematic workflows - on-frame preview
Being able to preview only the frames that will end up in the final cinematic is an important tool for cinematic workflows, ...
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Planned
Performance - UI Toolkit refactor
We are replacing the IMGUI core of Timeline with UI Toolkit. This foundational work will improve the general performance of ...
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Under Consideration
Better Authoring for Timelines with dynamic content
Make it easy to author and connect Timelines where the object may not exist in the scene and must be provided dynamically.
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Under Consideration
Built-in caching support
Add built-in support for the caching and baking of simulated content, like physics, particles, etc..
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Under Consideration
Embedded Animation Clip Edition
Leveraging UI Toolkit, we could embed Animation Clip editing in the Timeline Window, keeping your work in context.
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Under Consideration
Embedded Dopesheet
Leveraging UI Toolkit, we could embed dopesheet Animation Clip edition in Timeline
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Under Consideration
High level visual scripting timeline nodes
Implement a high-level Visual Scripting node to interact with Timelines in your scene.
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Under Consideration
Improve transform offsets workflows
Make it easy to edit transform offsets of Animation Tracks and Clips by using manipulators in the scene
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Under Consideration
Search integration
Find content instantly, even in feature-film-size Timelines by leveraging the power of Unity’s Searcher API
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Under Consideration
Timeline Framework
Expose the Timeline workflows as a separate tool that you can repurpose with your own data and playback engine.
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Visual scripting

Released
Generic State Machine
Along with the new visual scripting workflow in 2021, Gameplay designers now have a generic state machine available to build...
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Released
Visual scripting as package in Unity 2021
Visual scripting is available as a regular package in Unity 2021, visible in the Package Manager, and available by default w...
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Released
Visual scripting for Unity 2019 LTS & 2020 LTS with Bolt
Unity has acquired Bolt in 2020 and it has been made available to all Unity users. This helps productions based on current L...
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Planned
Behavior nodes for designers or artists
Making visual scripting even more accessible by providing nodes that are simpler to use. Behavior nodes are rich nodes desig...
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Planned
High performance interpreter
We are preparing an interpreted runtime that would significantly improve graph execution performance, cut down on memory all...
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Planned
Simpler API nodes discovery
When importing packages, it is not always clear to visual scripting users how to get access to those new API nodes. We are w...
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Planned
Stability and bug fixes
Quality push in stability and usability
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Under Consideration
Code generation from graph for learning, debug, or collaboration
We are evaluating the role of code generation out of visual scripts. This has been requested for programming learning purpos...
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Under Consideration
Convergence of UX of various graph tools across Unity
We are preparing the convergence with Graph Tools Foundation, an independent UX layer that we will leverage to align most of...
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Under Consideration
Enabling better data flow between graph tools
Our current migration to a common UX and data model for graph tools across the Unity editor, creates an opportunity to addre...
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Under Consideration
Improve event support
Event support will be improved, including solutions for callbacks and events data payloads, making it easier to design event...
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Under Consideration
Improving search
We are aiming at improving the search capabilities to make it "context-aware", and find a synergy with the global Search fea...
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Under Consideration
Introduce DOTS scalability power to visual scripting
Our new runtime interpreter in development brings us closer to DOTS compatible runtime. Coupled with high level nodes and ge...
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Under Consideration
Performance of graph editing
When visual scripts are getting large with a lot of nodes, the general performance and responsiveness of the editor can be i...
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Under Consideration
Replace serialization stack
The current serialization mechanism in visual scripting depends on a third party technology not supported anymore. We are lo...
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Under Consideration
Support DLC Graphs
Provide the UX and controls to update an application graphs by simply updating the runtime without having to rebuild it.
Th...
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Under Consideration
Variable management
We aim at enhancing variable management in visual scripting to enable complex use cases and increase productivity.
Visual s...
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Under Consideration
Visual scripting graph authoring API
Allow developers to create and alter graphs procedurally via scripts. This would allow to product graphs automatically based...
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ECS for Unity
DOTS

Released
Best Leverage Hardware Resources
Game code based on an ECS architecture pattern can avoid the drawbacks of object-oriented programming with GameObjects. Deve...
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Released
Compatibility with GameObjects
ECS for Unity preserves the standard Unity authoring workflow of creating, previewing, inspecting, and debugging gameplay in...
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Released
ECS for Unity
ECS for Unity is a coordinated release of Entities 1.0 and other ECS-based packages that are:
Compatible with 2022 LTS and ...
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Released
Fast and Reliable Netcode
Creating FPS titles that can handle massive scenes, large-scale simulations, and support hundreds of players concurrently re...
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Released
Flexible Game Architecture
ECS for Unity provides usability features that make data-oriented gameplay code as accessible as MonoBehaviours, while ensur...
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Released
Large-scale Physics Simulations
Simulation code based on an ECS architecture pattern can scale to an unprecedented amount of entities, and ensure determinis...
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Released
Samples, Onboarding & Learning
ECS for Unity provides a stable foundation on which to provide a suite of user onboarding and learning resources to help use...
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Released
Spikeless Streaming and Large-scale Rendering
ECS for Unity provides various systems to support spikeless streaming and large-scale rendering:
Scene streaming: The relea...
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Released
Streamlined ECS Workflows
ECS for Unity includes many new windows and workflows aimed at making the authoring experience easier for creators when work...
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Planned
Consolidation of ECS Architecture and Tooling
Consolidation of ECS architecture and tooling so that users can easily leverage DOTS throughout the development of game arch...
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Planned
Debugging Tools
Improved debug and profiling tools help creators assess the health of their games and improve their projects more quickly an...
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Planned
ECS Character Controller
The ECS Character Controller package provides mechanisms for creating character controllers with Unity's Entity Component Sy...
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Planned
ECS for All
We're bringing GameObjects and Entities closer together to make ECS power available to you in the context of the editor, and...
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Planned
ECS Vehicle Controller
A robust vehicle controller that will enable creators to easily build low-to-medium realism vehicles in games built with ECS...
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Planned
ECS-based Animation
Leveraging the performance and scale of ECS, a highly performant, customizable 3D animation system that evolves Unity's anim...
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Planned
General Improvements to Unity Physics
We're working on improvements to the user experience of Unity Physics, including:
A new Collider.BakeTransform function tha...
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Planned
Parallel Scheduling and Configuration Improvements
In the current version of DOTS, all systems run on the main thread and rely on those systems to schedule jobs to enable para...
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Planned
Physics Incremental Broadphase
With this update, you'll be able to change the physics broadphase to operate incrementally using the PhysicsStepAuthoring co...
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Planned
Unified Physics Authoring Workflow
We’re developing a unified authoring workflow that will allow you to select your preferred physics backend via the Project S...
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Under Consideration
Burst Determinism
Cross-architecture determinism support with the Burst Compiler solves a critical requirement for many multiplayer genres. De...
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Under Consideration
ECS-based Audio
In the past Unite demonstrations, we have showcased early work on ECS-based audio systems. This development has been paused....
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Under Consideration
ECS-based Mesh Deformations
Mesh deformations is the mesh processing system used for skinning and blending shapes within ECS-based project. This enables...
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Under Consideration
ECS-based Navigation
In the past Unite demonstrations, we have showcased early work on ECS-based navigation systems. This development has been pa...
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Under Consideration
ECS-based Visual Scripting
In the past, we have shared early work on ECS-based visual scripting solutions. This development has been paused. We will ne...
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Under Consideration
Entities Graphics Performance Improvements
Another initiative we are looking at is the support of DOTS deformation that provides a mesh deformation pipeline that is pe...
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Under Consideration
Improvements to ECS Content Management
With Entities 1.0, users have access to a suite of content manager and delivery systems. Beyond APIs, having an accessible a...
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Multiplayer
Multiplayer

Released
Build, Launch and Scale Playtests
We're working to consolidate our dedicated game server workflow within the editor to enable creators to more easily build, t...
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Released
Distributed Authority
We are working on a new Distributed Authority mode in Netcode for GameObjects when paired with the new Multiplayer Services ...
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Released
Further Integrations
We'll be building some multiplayer friendly templates that set up best practices for your project to be easily built into a ...
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Released
Megacity Mobile Sample
We released our new exciting Megacity Metro sample focusing on creating multi-platform multiplayer games with support for mo...
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Released
Multiplayer Tools & Services
We're creating a central location in the editor providing guidance on the recommended tools, services or education material ...
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Released
Multiplayer Workflow
We're working to enable multiples editor instances to be opened simultaneously on the same device to test a working gameplay...
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Released
Samples, Onboarding & Learning
Building multiplayer games can be complicated, so we’ve built and documented many of the common networked gameplay scenarios...
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Planned
Host Migration
We are working on the host migration feature in Netcode for Entities to add session stability. If the host of a game is lost...
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Planned
Netcode Unification
We are simplifying the tech stack to offer a Netcode solution delivering all the features you need regardless of your gamepl...
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Under Consideration
Comprehensive Snapshot System
Capture all state change as part of a Snapshot, which periodically gets transmitted for network throughput and synchronizati...
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Under Consideration
NAT Punchthrough
Extending the capability of UTP to be able to communicate with networking hardware and firewalls in order to negotiate conne...
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Under Consideration
Network Nav Mesh
Have navigation mesh work in multiplayer scenarios which can support underlying dynamic terrain.
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Under Consideration
Snapshot Delta Change Support
Having to send an entire snapshot each tick can be unnecessary, potentially affecting egress and network overhead. We'll imp...
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Engineering
Programming

Released
Assembly Definition Files - Unity Version Defines
Unity Version Defines is an improvement for the existing Assembly Definition File Version Defines feature, which allows C# d...
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Released
Burst - Platform Support & Iteration Improvements
Add support for ARM FP16/Half
Add native support for Apple Silicon
Improve compilation time
Improve support for static re...
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Released
C# 9 and Source Generator Support
Upgrade Roslyn C# compiler to support C# 9 and add support for C# Source Generators, in a fashion similar to how Roslyn Anal...
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Released
Editor .NET Runtime (Mono) Upgrade
Upgrade the Unity bundled Mono version from 2018 to a recent version.
Benefits
Improved C#8 support in both Mono and IL2CP...
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Released
Moved Visual Studio Integration to a Package
Visual Studio integration support in the editor was first moved to an optional package in 2019.2 and since then, all new fea...
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Released
Optimized UnityEngine.Math APIs
Optimize the Unity Math C# scripting functions to be higher performance on IL2CPP
Initial focus is on inlining across Vecto...
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Released
SerializeReference - Missing Type Handling
When using [SerializeReference] attribute for serialization and a previously serialized type is missing, then deserializatio...
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Under Consideration
C# Serialized Data Migration
Over the lifetime of a serialized C# type (MonoBehaviour, ScriptableObject, etc.), data often undergoes schema changes. Thes...
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Profiling

Released
Basic memory profiling tooling with compare snapshot functionality
Memory Profiler 1.0.0 package is available now: https://forum.unity.com/threads/memory-profiler-1-0-0-pre-3-released.1312005...
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Released
Profiler Window Extensibility
The ability to add custom data to the profiler and visualize it as a custom profiler module from a package.
Read more

Planned
Add CPU/GPU bottlenecks view on the Unity Profiler
We are working on adding CPU and GPU frame time information to Profiler so that you can see quickly whether you are CPU boun...
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Planned
Improve resident memory insights on the Memory Profiler package
We are working on improving insights related to resident memory and committed memory so that you can see easier what is cont...
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Under Consideration
Add native and managed memory blocks utilization insights in the Memory Profiler package
Our goal is to give you insights into memory manager utilization to help you make informed decisions and more effectively ad...
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Performance
Performance

Planned
Optimize Unity Editor Startup time
We are working on making the Unity Editor to open quickly so you can start working on your project.
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Under Consideration
Continue improving Editor start-up time
Continue working on improving the Editor startup time so your projects open quickly.
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Under Consideration
Improve time taken to test changes on non-desktop platforms
Improve iteration time on platforms where you can't enter play mode in the Editor to test your changes.
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Under Consideration
Improve usability when editing larger projects
Improve Editor usability when working on larger scenes and projects.
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Under Consideration
Optimize code editing workflows
Speed up the workflows around switching out of Unity to edit code and returning to the Editor to test your changes.
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Under Consideration
Optimize Non-Code Editing workflows
Speed up the workflows around switching out of Unity to edit models, textures, etc and returning to the Editor to test your ...
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Under Consideration
Optimize time taken to build your project
Optimize the length of time taken to make a full build of your project.
Read more

Under Consideration
Reduce incremental import times
Make it faster when you update a project from version control and have to wait for Unity to import changes.
Read more

Under Consideration
Reduce initial project import time
Reduce how long it takes when you first open a large project and the project imports your assets.
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Under Consideration
Reduce time taken to create a New Project
Speed up how long it takes to create a new project from a template and get working on it.
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Navigation & Game AI
Navigation

Under Consideration
2D Navigation
Add to NavMeshSurface the ability to generate a NavMesh for 2D games based on sprites or on Unity’s 2D Physics colliders. Th...
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Under Consideration
Improved Collision Avoidance
Better out of the box collision avoidance system.
Read more

Under Consideration
Navigation authoring UX & workflow improvements
We are looking into the opportunity of offering better scene authoring tools, improved workflow and new UI.
Read more

Under Consideration
New Ideas from portals - Navigation & Game AI
We want to hear about your amazing new idea so we can consider them for the product roadmap. Please share details about the ...
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Under Consideration
Progressive Rearchitecture: Queryable navigation model
An enhanced set of API methods for querying the navigation data in greater detail than before, compatible with Unity’s Job S...
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User Interface
Accessibility & Localization

Released
Improved Arabic Text Editing
Improved Editor tools for Arabic/Farsi characters including right-to left joined characters and diacritics and unicode bi-di...
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Released
UI Toolkit compatibility with the Localization package
Localize the content of UI Toolkit user interfaces in different languages using the Unity Localization package.
Read more

Released
Mobile native screen reader exposed to C#
Expose native screen reader capabilities available on Android (TalkBack) and iOS (VoiceOver) devices to C# so they can be in...
Read more

Released
Accessibility OS Settings Integration (Mobile)
Creators will be able to configure UI to interact with native (Android, iOS) font scaling, bold text and closed caption.
Read more

Planned
Screen Reader Integration with UITK
Creators will be able to develop their GUI using UI Toolkit in an easy way to integrate screen reader technology, so that ma...
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Planned
Support for Desktop Screen Readers
Expand native screen reader support to include desktop operating systems, such as VoiceOver on macOS and Narrator on Windows...
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Under Consideration
Accessibility Checkers
A simple UI checker automation for accessibility for developers. Quick, automated and easily measured accessibility checkers...
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Under Consideration
Improved Remapping Controls
Creators will be able to easily design remapping for players with disabilities. Such a easily remap game functions to specif...
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Under Consideration
Simple Captioning Creation
Creators will be able to have a more simple and easy approach to closed captioning, custom styling, and localization support...
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Under Consideration
Web Screen Reader Support
Support for screen readers on the Web platform.
Read more
UI Systems

Released
Background image repeat
Control how background images should repeat along vertical and horizontal axes.
Read more

Released
Calculate opacity at the root element
Update the opacity calculation method of the root element to align with the CSS standard.
Read more

Released
QuizU - A UI toolkit sample
QuizU is an official Unity sample demonstrating various design patterns and project architecture including MVP, state patter...
Read more
![Runtime bindings [2023.2] image](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fc34c3bc9b3474b91f1d604dddcc3fe1a92143bcd-1793x1008.jpg&w=3840&q=75)
Released
Runtime bindings [2023.2]
New system which allows binding any type of data source to UI element attributes and style properties, for both Runtime and ...
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Released
UI Toolkit for making editor extensions
Formerly known as UI Elements, UI Toolkit is a new asset-based, retained-mode GUI framework. It released in Unity 2019, for ...
Read more

Released
UI Toolkit Sample – Dragon Crashers
Official sample project showcasing Unity’s UI Toolkit for runtime games and UI Builder workflows with examples of typical ga...
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Released
UI Toolkit Tree View
A UI Toolkit version of the Tree View control is available to use, with support for multi-columns.
Read more

Released
Vector Drawing API
Draw custom shapes programmatically using a simplified API built on top of the existing Mesh API.
Read more
![UI Builder inspector extensibility [2023.2] image](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fc34c3bc9b3474b91f1d604dddcc3fe1a92143bcd-1793x1008.jpg&w=3840&q=75)
Released
UI Builder inspector extensibility [2023.2]
Allow developers creating UI controls to provide custom inspectors and drawers to display properties in the UI Builder inspe...
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![UI Toolkit available for runtime [2021 LTS] image](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fdcc7dbd2aa2c6a0b2016aa5ef0b8e9f2796c87b5-1095x790.png&w=3840&q=75)
Released
UI Toolkit available for runtime [2021 LTS]
UI Toolkit can now be used as an alternative for creating screen overlay UI running on supported Unity platforms, with the a...
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![Visual UI authoring [2021 LTS] image](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2F767c8412508365d1af8046476f1d4e5329cf236f-2367x1661.png&w=3840&q=75)
Released
Visual UI authoring [2021 LTS]
Use the new UI Builder to visually author UI Toolkit assets aimed at extending the Unity editor. It supports editing in Play...
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Planned
Additional UI style properties
Add visual enhancements to UI elements without relying on textures or custom shaders, such as:
Gradients
Drop shadows
Glo...
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Planned
Addressable Asset System support
UI Toolkit assets can be packaged as an addressable asset, and can contain addressable references, which is currently not th...
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Planned
Advanced UI Animation
Implement motion design in UI using keyframe animation and sequencing.
Read more

Planned
Anchor UI elements to scene objects
Attach UI elements to Scene objects so they automatically follow them, commonly used for displayer health bars over characte...
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Planned
Display UI in world space
Use UI Toolkit to create user interfaces positioned in the 3D world among other scene objects.
Read more

Planned
High runtime performance
Systems improvements, profiling tools and documentation for achieving high performance with UI.
Read more

Planned
Improve UI initialization performance
Build large and complexe user interfaces without worrying about performance issues during initalization.
Read more

Planned
Repeatable sections of 9-sliced images
Support having sections of a 9-sliced image to either stretch or tile, depending on which section, like the Unity 9-slice Sp...
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Planned
Vector Graphics support
Use SVG assets for displaying icons or 2D artwork when making lightweight user interfaces that scales gracefully across diff...
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Under Consideration
Blend Modes
Specify how UI elements should blend between each other by setting different blend modes such as Multiply, Overlay and other...
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Under Consideration
Code-only runtime setup
Avoid the requirement of manually setting up a Unity Scene for quickly displaying UI in the Player.
Read more

Under Consideration
Custom UI Shading
Easily add rendering effects to UI by creating custom shaders using the Shader Graph tool.
Read more

Under Consideration
Depth ordering
For a given UI element, specify a different stack order from its position in the hierarchy, similarly to the z-index CSS pro...
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Under Consideration
Display Objects & Particles in UI
Add 3D and 2D objects or Particle systems to user interfaces that will respond to layout changes, like any regular UI elemen...
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Under Consideration
Grid Layout
Position UI elements with a grid-based system, using rows and columns, to quickly achieve complex and adaptive layouts.
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Under Consideration
Play sounds on UI events
Quickly assign a sound to be played on a given UI event.
Read more

Under Consideration
Support for multiplayer UI
Enable having multiple local players share a single screen with different controllers.
Read more

Under Consideration
UI Masking
Use rectangle or arbirtrary shapes to mask areas of the UI. Masks can be generated from images, vector graphics or programma...
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Platforms
Consoles

Released
Incremental build for Nintendo Switch™
Support for the latest incremental player build process, providing improved iteration times for these platforms.
Read more

Released
Incremental build for PlayStation 5
Support for the latest incremental player build process, providing improved iteration times for these platforms.
Read more

Released
Streaming Virtual Texturing
Streaming Virtual Texturing (SVT) is a feature that reduces GPU memory usage and texture loading times when you have many hi...
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Planned
Raytracing on PS5 and Xbox Series Consoles
Raytracing realistically simulates how light behaves and interacts with physical materials, bringing true global illuminatio...
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Under Consideration
New Nintendo Features
Do you have ideas for new features? Let us know what it is, and how important they are to you and your projects. This will g...
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Under Consideration
New Playstation Features
Do you have ideas for new features? Let us know what it is, and how important they are to you and your projects. This will g...
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Under Consideration
New Xbox Features
Do you have ideas for new features? Let us know what it is, and how important they are to you and your projects. This will g...
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Desktop

Released
DirectX12 out of preview
Significant improvements have been made to the graphics backend, in order to increase performance and stability of editors a...
Read more

Under Consideration
Improved Desktop Store and Store SDK Integrations
Improved support for integrating with various desktop game and application stores and their associated SDKs. We are looking ...
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Under Consideration
Improved Multiple GPU Support
Improved support for leveraging multiple GPUs in games and applications.
Read more

Under Consideration
Improved UaaL for Desktop Platforms
Improved support and features for Unity as a Library for desktop platform use.
Read more

Under Consideration
Linux Player on ARM Processors
Support for ARM CPUs for the Linux desktop runtime. (It is already supported for the Embedded Linux build).
Read more

Under Consideration
New Linux Features
Do you have ideas for a new Linux feature? Let us know what it is, and how important it is to you and your projects. This wi...
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Under Consideration
New macOS Features
Do you have ideas for a new macOS feature? Let us know what it is, and how important it is to you and your projects. This wi...
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Under Consideration
New UWP Features
Do you have ideas for a new UWP feature? Let us know what it is, and how important it is to you and your projects. This will...
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Under Consideration
New Windows Features
Do you have ideas for a new Windows feature? Let us know what it is, and how important it is to you and your projects. This ...
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Web

Released
Web: C/C++ (native only) Multithreading
Enable support for C/C++ (native-only) code to run in separate threads on the WebGL build target.
Read more

Released
Web: Faster Builds
We are planning a set of improvements to reduce the build time for WebGL projects.
Read more

Released
Web: Mobile Browser Support
Support WebGL builds for modern mobile web browsers on high-end iOS and Android devices.
In addition to the mobile features...
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Released
Facebook Instant Games Support
Create Web builds that are compatible with and optimized for Facebook Instant Games and upload them directly to Facebook Ins...
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Released
Web Stripping Tool
Unity’s Web Stripping Tool package allows you to optimize your Web application by reducing its build size.
This package hel...
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Planned
WebGPU Support
WebGPU is currently being implemented by all the major browser vendors as the next-generation standard for high-performance ...
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Planned
Multithreaded Job Systems
Use the existing Unity Job system in combination with the Native Multithreading in C/C++ code option to run multithreaded C#...
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Planned
Web Platform Default Settings
Introduce default setting for the web platform that are more conducive towards developmental builds and faster load times.
Read more

Under Consideration
WebGL Basis Universal Texture Support
Basis Universal Textures are a solution to provide compressed textures suitable for use on either desktop or mobile devices ...
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Under Consideration
WebXR Support
Combine Unity's XR interaction module with the WebGL build target to create WebXR experiences.
Read more

Under Consideration
WebGL C# Multi-threading Support
This feature is to add full C# mutli-threading support to the Web Platform. Current limitations with the Garbage Collector a...
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Mobile

Released
Addressables PAD/TCFT support
We are bringing support for Play Asset Delivery asset packs within the Addressable system. You will be able to use your exis...
Read more

Released
Android Game Activity
We’re introducing a new application model to Unity- GameActivity. Powered by Android’s GDK you will have access to a code la...
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Released
Android Predictive Back Gesture support
We are bringing support for the Android Predictive Back Gesture to Unity.
You will be able to enable the Predictive Back Ge...
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Released
Android: Automatically include debugging symbols in App Bundle
We are adding the inclusion of debugging symbols when choosing to build an Android App Bundle (AAB). When targetting the Goo...
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Released
Android: Improved support for large screens and foldables
We are bringing improvements to large screen support with a series of API updates and modernisations.
Read more

Released
Apple Privacy Manifest & Required Reasons
We have released support for privacy manifest and Required Reasons APIs for Unity 6/ 2021LTS and 2022 LTS.
Read more

Released
ApplicationExitInfo API support
We are bringing support for ApplicationExitInfo APIs directly into Unity Android by exposing a number of its APIs. For examp...
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Released
Support for 16 KB page sizes
Historically, Android has only supported 4 KB memory page sizes. However,
beginning with Android 15, Android supports device...
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Planned
Android networking improvements
We are currently investigating how to improve networking on Android. We are initially focusing on options for HTTP/2 support...
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Planned
Apple Architecture modernisation & Swift migration
We are heavily investing in the modernisation of the connective architectural layer between Unity and the Apple platform. On...
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Planned
Support Android 16
We are exploring changes coming with Android 16 and how we will support our Creators. Key areas we are investigating are cha...
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Under Consideration
Improvements to Android Logcat
Are you using the Android Logcat package for your debugging needs? Please send us your feedback and suggestions.
Read more

Under Consideration
Improvements to debugging ANRs and Crashes on Android
We deeply understand that app technical quality is instrumental to a good user experience and can in negative cases impact d...
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Under Consideration
New Android Features
Do you have ideas for a new Android feature? Let us know what it is, and how important it is to you and your projects. This ...
Read more

Under Consideration
New iOS features
Do you have ideas for a new iOS feature? Let us know what it is, and how important it is to you and your projects. This will...
Read more

Under Consideration
Updates to Mobile Notifications Package
We’re bringing lots of improvements and fixes to the package, keep you feedback coming!
Android
Support for Android 13 noti...
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Under Consideration
Android & iOS Themed Icons
We are exploring Android and iOS themed icons.
If you are already using, or plan to use, those icons, please let us know in...
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Pipeline & Integrations
Package Management

Released
Asset Store .unitypackage Package Consumption Experience Improvements
Ability to view installed packages from the list of Asset Store packages under My Assets – Green Check Mark to indicate asse...
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Released
Configure Package Manager Cache Settings
Choose with flexibility which cache settings that fit your project setup for UPM & asset store packages.
Release Informatio...
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Released
Multi-Select Actions
Ability to action multiple packages in one operation – that will greatly reduce wait time when managing packages which ultim...
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Released
New Package Manager Sidebar
The new sidebar improves navigation and makes it easier to browse through all your packages.
Transforming dropdown to a tab...
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Released
Show Package Download Progress at Project Load
Ability to view download progression to users at the project load , it will allow more transparency when downloading package...
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Released
Visualize Deprecated Packages
We wanted to increase your visibility on the packages that may be completely or partially deprecated. Whether to keep using ...
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Under Consideration
Download Multiple Samples with 1 Click
Samples are crucial to understand the value proposition and use of packages. Currently, our users have to download sample 1 ...
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Under Consideration
Improve Dependency Toggle visibility & by Default
Improve Dependency Toggle Visibility and have it on by default
Read more

Under Consideration
Quick Access to Manifest File from Editor UI
Now, users must go through the file directory to access the manifest. The ability to quickly access the manifest file will a...
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Under Consideration
Show/Hide Experimental Packages
Want to explore Unity's experimental features hassle-free?
Easily toggle the visibility of experimental packages to stay up...
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Player Build Pipeline

Released
Code Stripping Tool (UnityLinker) Upgrade
UnityLinker is used for removing (stripping) Intermediate Language (IL) code from compiled C# assemblies during player build...
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Released
IL2CPP Incremental Conversion Improvements
IL2CPP incremental builds improvements reduce the IL2CPP conversion time for incremental changes across player builds and th...
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Released
Incremental C# Script Compilation
Replaces part for the existing editor C# script compilation pipeline with a solution that supports incremental C# script com...
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Planned
IL2CPP - Full Generic Sharing
Allow users to control code generation for generic types. Users can choose between longer iteration times with large code si...
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Planned
Incremental Compilation, Packaging & Deployment - Phase 1
Incremental player code compilation, packaging and deployment. Make incremental code changes scale with the size of the chan...
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Runtime Asset Management

Released
Addressables Profiler Module
It can be difficult for users to investigate runtime issues and optimize runtime performance when loading content with Addre...
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Released
Build Report Summary & Review Tools
While Addressables simplifies building & loading of AssetBundles, it can be difficult for developers to see how Addressables...
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Under Consideration
Addressables: Allow custom menu actions for Analyze Rules
Allow for the ability to add custom actions to user generated analyze rules. This would entail making the following public:
...
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Asset Import Pipeline

Released
Editor Window for Inspecting Asset Imports and Dependencies
Editor window for inspecting why an asset was re-imported, it's dependencies and import statistics.
Read more

Released
FBX SDK Upgrade to 2020.2
FBX SDK 2020.2 includes
Bug fixes
Performance Improvements
Apple Silicon Support
Read more

Released
Parallel Importing for Common Asset Types
Reduce asset import time by utilizing multi-core computers to import common asset types in parallel. Thereby enabling users ...
Read more

Released
Sketchup SDK Upgrade
Upgrade adds support for Sketchup 2019 and 2020 file formats
Read more

Released
Texture Compression Optimizations
Ability to globally override texture compression and maximum imported size behavior for faster local development,
ASTC comp...
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Released
USD Import
Unity Imports Built-in USD Prims as flattened stage
Universal Scene Description (USD) is an industry standard format for ex...
Read more

Planned
Async Accelerator Client Upload & Download
Do not block the editor and wait for uploads to the Accelerator to complete.
Read more

Planned
Modular Importer
The asset needs of Unity projects today are more diverse than ever. Yet, every Unity asset importer is monolithic, to modify...
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Under Consideration
Native OpenUSD Support
Native implementation of OpenUSD (Universal Scene Description) in the Unity Editor to enable full authoring and editing of U...
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Under Consideration
OpenUSD Hierarchy
Support for USD Hierarchy preview at Import time
Improving the USD Import functionalities to view the content of the USD as...
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Under Consideration
Runtime OpenUSD workflows
Enable Runtime OpenUSD Import / Export workflows
Dynamic Scene Composition: Compose scenes dynamically during gameplay.
Ef...
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Rendering & Visual Effects
Foundation and Shaders

Released
Batched Compute Skinning
Background:
Unity’s Skinned Mesh Renderer component utilize compute dispatches for parallelizing vertex transformations on ...
Read more

Released
Cross Platform HDR Output
Summary
High Dynamic Range (HDR) displays are now becoming widely available, and are capable of reproducing images with hig...
Read more

Released
DX12 Graphics Jobs Editor Support
Summary
Modern graphics APIs such as DX12 provide improved CPU utilization via multi-threaded recording and submission of c...
Read more

Released
Inline Raytracing in Shaders (Desktop and Consoles)
Summary
DXR 1.0 traditionally works by dynamically executing shaders on hit/miss, via indexing into shader tables. DXR 1.1 ...
Read more

Released
PSO Tracing and Precooking
Summary
Runtime Pipeline State Object (PSO) creation and shader compilation is a lengthy process, which can lead to noticea...
Read more

Released
Ray Traced Instancing
Instancing support for the Raytracing API is now available, allowing to efficiently add large amounts of mesh instances to t...
Read more

Released
Ray Tracing Production Readiness
Summary
Unity's Raytracing API was introduced in Unity 2019.3, and is utilized in the High Definition Render Pipeline's for...
Read more

Released
Raytracing Acceleration Structure Build Flags
Summary
It is now possible to set the Ray Tracing Acceleration Structure Build mode using the following flags:
These flags...
Read more

Released
Raytracing Memory Usage Reduction
The introduction of a custom GPU memory allocator for small BLASes serves to further reduce the memory footprint of the Ray ...
Read more

Released
RTAS Build Commands in Async Compute
Summary
The following commands are used in order to build the Ray Tracing Acceleration Structure on the GPU, after adding a...
Read more

Released
RTAS Memory Usage in Frame Debugger
As of Unity 2023.3, you can track the Acceleration Structure’s GPU memory usage in the Frame Debugger, when inspecting Ray T...
Read more

Released
Scriptable Render Pipeline Coexistence (experimental)
We have delivered a series of improvements to coexistence in Unity 22LTS and Unity 6, and though it can ease and accelerate ...
Read more

Released
Solid Angle Culling for Ray Tracing
Angle-based culling provides a fast and efficient way to remove small and distance instances from the Acceleration Structure...
Read more

Released
Split Graphics Jobs (DX12)
Summary
Modern graphics APs such as DirectX12, Vulkan and Metal allow for better CPU utilization via multi-threaded recordi...
Read more

Released
Split Graphics Jobs (Vulkan)
Summary
Modern graphics APs such as DirectX12, Vulkan and Metal allow for better CPU utilization via multi-threaded recordi...
Read more

Released
SRP Batcher compatibility for WebGPU
The SRP Batcher is supported when targeting the WebGPU graphics API:
This optimizes the render pipeline's batching of draw ...
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Released
SRP Volume System Optimizations
Summary
We will further optimize The Scriptable Render Pipeline (SRP) Volume system for better memory efficiency and CPU pe...
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Released
URP Foveated Rendering (OpenXR Support)
Foveated Rendering is supported by the Universal Render Pipeline, and can be enabled when targeting compatible OpenXR platfo...
Read more

Released
URP Foveated Rendering (Quest 2 Support)
Foveated Rendering is supported by the Universal Render Pipeline, and can be enabled when targeting Quest 2 using the Oculus...
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Released
VFX Graph compatibility for WebGPU
VFX Graph is supported when targeting the WebGPU graphics API:
Read more

Released
WebGPU Graphics API (Early Access)
As of 2023.3, the Unity Web Player provides experimental support for the new WebGPU graphics API:
The new capabilities expo...
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Planned
HDRP Foveated Rendering
Summary:
Foveated Rendering support is being introduced, in order to improve the GPU performance of stereo-rendering for su...
Read more

Planned
Improved Shader Variants Management
Summary
Shader variant compilation is a form of static branching which provides authoring and runtime control of conditiona...
Read more

Planned
Light Probes compatibility for WebGPU
Light Probes are supported when targeting the WebGPU graphics API:
Read more

Planned
Maximum Level of Details (LOD) Level Per Group
Summary
Maximum LOD level is a feature that lets you define a Maximum LOD Level for a given LOD group. LOD Groups are used ...
Read more

Planned
MeshLOD
MeshLOD is a new lightweight LOD system that can be used on its own or in combination with LODGroups. The goal is to have a ...
Read more

Planned
Scriptable Render Pipeline API Improvements
Summary
We will improve the underlying Scriptable Render Pipeline(SRP) API to enable you to achieve the same use cases you ...
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Planned
Split Graphics Jobs (Metal)
Summary
Modern graphics APs such as DirectX12, Vulkan and Metal allow for better CPU utilization via multi-threaded recordi...
Read more

Planned
Streaming Virtual Texturing (SVT)
Summary
Streaming Virtual Texturing (SVT) is a feature that reduces GPU memory usage and texture loading times when you hav...
Read more

Planned
Block Shaders (Surface Shaders Replacement)
Summary
Block Shaders introduce a streamlined and modular text-based shader authoring workflow, and allow to override and e...
Read more

Under Consideration
3D Imposters
Summary
3D Imposter is part of the Hierarchical Level Of Details Generation feature. It allows you to dynamically create si...
Read more

Under Consideration
Ability To Use Vertex Channel Compression Alongside Mesh Compression
Summary
This feature enables vertex channel compression to be used alongside Mesh compression option in Unity projects.
Us...
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Under Consideration
Automated LOD Generation
Summary
Automated Level of Detail (LOD) Generation is a feature that will help you improve your workflow to create and defi...
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Under Consideration
DXC Shader Compilation and Shader Model 6 Support
The experimental DXC shader compiler backend has been available since 2021.2, albeit with various limitations, most noticeab...
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Under Consideration
Dynamic Resolution compatibility for WebGPU
Dynamic Resolution supported when targeting the WebGPU graphics API:
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Under Consideration
HDRP Raytracing Effects on Metal
The Raytracing API is currently supported when targeting Windows/DirectX12, Xbox Series and PS5 - in order to enable a range...
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Under Consideration
Hierarchical Level Of Details Generation
Summary
Hierarchical Level Of Details Generation (HLOD) is a feature that allows you to combine existing static meshes and ...
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Under Consideration
Material Property Block SRP Batcher Compatibility
Currently, Material Property Blocks break the SRP Batcher.
This would either make MPB work nicely with SRP Batcher, or deli...
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Under Consideration
Mesh Shader Support
Summary
Mesh Shaders enable efficient processing of highly complex geometry (such as finely detailed models) as well as pro...
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Under Consideration
Native Array Overloads for Shader Uniform Setters
Description:
Shader uniform/constant inputs can be set on a per-frame basis, using the Shader and Material APIs.
Introduce...
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Under Consideration
Post Deformation Normal Recalculation
Summary
This feature adds the option for recalculation of normals after the deformation of a SkinnedMeshRenderer at runtime...
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Under Consideration
Stage specific shader keywords (GLES, Vulkan)
Summary
The amount of produced shader variants grow exponentially based on keywords usage, and can lead to:
Increased buil...
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Under Consideration
Streaming Virtual Texturing(SVT) Lightmap Support
Summary
Streaming Virtual Texturing (SVT) will support baked lightmap textures.
Intended Outcome/Use Case
Depending on th...
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Under Consideration
Variable Rate Shading
Summary
Variable rate shading allows to vary the fragment/pixel shading rate on a per-draw call, primitive or pixel basis. ...
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Under Consideration
Vulkan Fragment Shading Rate Support
Summary
Fragment shading rate allows to vary the fragment/pixel shading rate on a per-draw call, primitive or pixel basis. ...
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Under Consideration
Inline Raytracing (Vulkan Support)
Summary
DXR 1.0 traditionally works by dynamically executing shaders on hit/miss, via indexing into shader tables. DXR 1.1 ...
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Under Consideration
Inline Raytracing (Metal Support)
Summary
DXR 1.0 traditionally works by dynamically executing shaders on hit/miss, via indexing into shader tables. DXR 1.1 ...
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High Definition Pipeline

Released
Adaptive Probe Volumes (APV) out of experimental
With the 2023.1 release, the core functionality and user experience of Adaptive Probe Volumes in HDRP are improved and offic...
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Released
Adaptive Probe Volumes (APV): Stream Lighting Data from Disk
Summary
Light probe data doesn't always fit in runtime memory, especially in large environments - this prevents creators fr...
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Released
AMD FidelityFX Super Resolution 2.0
Available in 2023.3.0a16.
When using dynamic resolution of fixed upscale, adds the possibility to use AMD FidelityFX Super ...
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Released
Clouds self shadowing improvements
Improve visual fidelity of clouds integrating beer shadow maps for improved self shadowing.
Read more

Released
Decals in raytraced reflections and GI
Available in 2023.3.0a4.
See decals in raytraced reflections (eg: stickers).
Make decals participate in raytraced global i...
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Released
Generate Volumetric fog with VFX Graph particles
Available in Unity 2023.1.a24 and above.
Add Volumetric Output to VFX Graph for HDRP.
This allows to create dynamic and pr...
Read more

Released
GPU Resident Drawer
Summary
The GPU Resident Drawer is a GPU Driven rendering system which is designed to be a CPU time optimisation.
It enabl...
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Released
Improve Area, Disc, Line and Box lights for raster and path tracing
Multiple improvements based on various users and productions feedback:
Add line light support to the Stacklit, Water, Hair,...
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Released
Path Tracing Decals
This feature has landed and is available in 2023.2.a15 and above.
Allow the use of decal projectors with the HDRP Path Trac...
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Released
Physical Night Sky
Extend the HDRP Physical Sky to manage night skies.
Night skies are actually very hard to photograph in real-life, and we m...
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Released
Raytracing support of VFX Graph
Allows VFX Graph to be rendered in raytraced features.
Read more

Released
Rendering Layers
Use Rendering Layers (similarly as URP - except that only the first 16 rendering layers can be used in HDRP) for Light Layer...
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Released
Screen Space Lens Flares
Very quickly and easily add lens flares and light streaks effects automatically generated from the frame buffer.
SRP data d...
Read more

Released
Scriptable Render Pipeline Coexistence (Experimental)
We have delivered a series of improvements to coexistence in Unity 22LTS and Unity 6, and though it can ease and accelerate ...
Read more

Released
Shader Graph Material Types
Exposes HDRP Material Type property (eg: Standard, Translucent or Sub Surface Scattering) of the Lit Shader Graph to the mat...
Read more

Released
Skin dual Lobe and diffuse power
Improved high fidelity skin rendering adding dual lobe and diffuse power on Diffusion Profiles for materials using Subsurfac...
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Released
Sky Atmospheric Scattering and ozone simulation
Available in 2023.3.0a13.
When rendering volumetric clouds far in the distance, one needs to set a high distance for the vo...
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Released
Spatial-Temporal Upscaling (STP)
Summary
The number of competing super resolution techniques is growing, and many of them are specific to a single hardware ...
Read more

Released
Strand-based Hair and Fur Rendering
Strand based hair rendering using a software rasterizer to improve performance, visual quality and anti-aliasing when render...
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Released
Transmission Mask for SpeedTree trees
Improve SpeedTree trees visual quality in HDRP using a Transmission Mask to apply subsurface scattering only on leaves.
HDR...
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Released
Transparency improvements
Improve the rendering of transparent and translucent objects.
Read more

Released
Transparent Decals with Shader Graph
This feature has landed and is available in 2023.2.a12 and above.
Allow to decals created with Shader Graph to affect trans...
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Released
Transparent with mixed tracing
Available in 2023.3.0a6.
Mixed tracing mode for transparent screen space reflections now mixes both tracing modes as expect...
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Planned
Data Unification
Unified rendering means that we are not creating yet another solution, but refactoring the URP and HDRP backends, separating...
Read more

Planned
SRP Lit shader
When unifying we are also standardizing. The new unified Lit shader is based on the OpenPBR standard hosted by the Academy S...
Read more

Planned
Surface Shaders
Summary
SRP Surface Shaders are a similar concept to Built-in surface shaders. You can define a surface function that descr...
Read more

Under Consideration
Area light support of volumetric fog
Add support of volumetrics for area lights.
Note: Current imperfect workaround is to create on top of the area light a spot...
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Under Consideration
Capsule Shadows
Problems
Soft shadows on characters or small props require high resolution shadow maps which are expensive.
World shadows ...
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Under Consideration
Local Exposure
A camera post processing effect to adjust exposure locally in a frame where highly exposed areas (eg: clear noon outdoor sce...
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Under Consideration
Mask map and Custom Texture Channel Packing
Allow to use or author separated material maps while still having an efficient texture packing at runtime (Forum thread).
Read more

Under Consideration
Real-time Cinematic Motion Blur
Offer a mode with better quality motion blur at the cost of performance. Typical usage is high-end cinematics.
Note: For ci...
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Under Consideration
Reflection Probe Convex Influence Volume
Problem
The Influence Volume defines the area around the Probe in which reflective Materials use the results that the Probe...
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Under Consideration
Reflection Probes Relighting
Offer a new mode to update reflection probes lighting in real-time, much cheaper than entirely recapturing a full reflection...
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Under Consideration
Render pipeline converter
Add support for HDRP to the Render Pipeline Converter window.
Read more
Global Illumination

Released
Adaptive Probe Volumes Release HDRP/URP
Summary
Adaptive Probe Volume (APV) is an improved workflow for pre-computed probe-based global illumination for 3D objects...
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Released
API for baking Light Probes
Summary
With Unity 6 we introduce a new API for baking Light Probes. Baking no longer relies on the Lightmapping delegates,...
Read more

Released
API to move positions of Light Probes at runtime
Summary
Creators often build modular content for their projects in Scenes. These scenes are then repositioned at runtime in...
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Released
APV - AssetBundles / Addressables Support
APV is now supported with AssetBundles/Addressables
Previously, APV has not been compatible with AssetBundles / Addressable...
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Released
APV - Bake only Probe Volumes
Summary
Baking lighting data can take a long time, especially when including lightmap data in the build process
Intended O...
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Released
APV - Bake Sky Occlusion
APV Sky Occlusion
With this feature, we enable creators to apply a dynamic time of day lighting scenario to their virtual e...
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Released
APV - Improvements and Changes
HDRP Streaming Data from Disk for Static APV
Light probe data doesn't always fit in runtime memory, especially in large env...
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Released
APV - Improvements and Changes
These improvements have been included in the 2023.3 / Unity 6 Beta release
Virtual Offset now uses Unity’s new internal Ray...
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Released
GPU Lightmapper "Out of Preview"
Summary
The GPU Lightmapper is a backend for Unity’s Lightmapper which uses your GPU and Dedicated Video RAM (VRAM) to gener...
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Released
Interactive preview for GI-related Scene View Draw Modes
Summary
Iteratively authoring and troubleshooting baked lighting data is an important use case for creators using Static Gl...
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Released
New default Lighting Data Asset for newly created Scenes (replacing Sky Manager)
Summary
Since the 2019 release, Unity has provided a system for automatically generating baked environment lighting in scen...
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Released
New light baking architecture “LightBaker v1.0”
New light baking architecture “LightBaker v1.0”
Baked Global Illumination now uses our new LightBaker v1.0 architecture for...
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Planned
Light Baking Public C# API
Summary
Baking lighting data is currently tied to the concept of GameObjects in scenes, which limits the Editor’s capabilit...
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Planned
Precomputed Realtime GI / Dynamic APV
Summary
Unity already provides creators with realtime global illumination solutions through HDRP, like ray traced global il...
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Planned
Realtime Preview of Baked GI in Editor Using Path Tracing
Summary
When working with baked global illumination, the lighting data in the scene of the Unity Editor becomes invalidated...
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Under Consideration
Adaptive Sampling of Lightmap Texels
Summary
This feature intends to solve two problems:
Currently novice users are exposed to technical jargon like sample cou...
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Under Consideration
Automatic, Overlap Free UV Packing
Summary
Generating lightmap UVs for models at import means padding cannot be adjusted per-instance. Consequently we cannot ...
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Under Consideration
Bake Lighting Data for Skinned Meshes
Summary
Using lightmaps on skinned meshes can be a viable alternative where using light probes does not provide satisfactor...
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Under Consideration
Bake Lighting Data with GI (Indirect) Only Lights
Summary
In some scenarios you may want to author lights that affect only indirect lighting of an area of your scene.
Use C...
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Under Consideration
Bake Only Selected Sets of Objects
Summary
Iterating on lighting data requires the entire scene to be rebaked to see changes. This is potentially very time co...
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Under Consideration
Bake Sky Occlusion
Summary
It is hard to light realistic outdoor scenes containing dense foliage using dynamic time of day. The contribution o...
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Under Consideration
Baking Only Selected Bake Stage(s)
Summary
Updating light probe coefficients presently requires a complete scene rebake, including all lightmaps and reflectio...
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Under Consideration
GPU Lightmapper - Tiled Denoising - OIDN
Summary
With Tiled Baking, the process of denoising a lightmap is broken down into smaller ‘tiles’ with each tile being den...
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Under Consideration
Light Baking Management (Batch Baking)
Summary
Presently there is no built-in functionality within Unity to support the queuing of bake jobs. Baking scenes is don...
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Under Consideration
Scene Independent Lighting Data (Bake Prefabs)
Summary
The Scene is often used as a hub for collaboration, or as a method for managing the loading and unloading of data w...
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Under Consideration
Serialize Debug Data to Disk
Summary
Debug data, such as texel validity, light overlap etc is currently not serialized to the Unity project. This means ...
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Shader Graph

Released
Custom Motion Vectors
This has landed in 2023.2.0a10
We'll add custom motion vectors, so you can create dynamic scenes with good workflows.
Motio...
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Released
Faster Undo/Redo
Improvements on Undo/Redo landed in 2023.3.0a10 and were backported into 2022 LTS.
We're working on speeding up undo/redo t...
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Released
Heatmap Color Mode
This feature has landed and is available in 2023.3.0a10 and above.
With this feature you will be able to quickly identify t...
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Released
Keyboard Shortcuts
This feature has landed and is available in 2023.3.0a7 and above.
Keyboard shortcuts are to be added to Shader Graphs to in...
Read more

Released
Material Types for HDRP
Exposes HDRP Material Type property (eg: Standard, Translucent or Sub Surface Scattering) of the Lit Shader Graph to the mat...
Read more

Released
New Samples : Feature Examples
Shader assets helping users understand how to set up and use popular techniques in Shader Graph, including parallax occlusio...
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Released
New Samples : Node Reference
This sample has landed and is available in 2023.3.0a6 and above, and will be back-ported to 2022 LTS and 2021 LTS.
A set of...
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Released
New Samples : Production Ready Assets
A set of shaders ready to be used directly in a project. Including shaders for decals, rocks, foliage, terrain details, ice,...
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Released
New Samples : Sub Graphs Library
New Shader Subgraphs were released with the latest Production Ready Assets Sample.
Read more

Released
Property Scope & Visibility
This feature has landed and is available in 2023.3.0a11 and above.
The Scope and Visibility of Properties are to be redesig...
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Released
Signed Distance Field (SDF)
Available as part of UGUI Shaders in Unity 6 (6000.0.39f1, 6000.1.0b7, 6000.2.0a4).
Read more

Released
UI Integration with Shader Graph
Beginning in 2023.2 alpha 16, you can now select Canvas as a new Material Type in the Graph Inspector for HDRP, URP, and Bui...
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Released
UI Samples
UGUI Shaders - available to import now in Unity 6 (6000.0.39f1, 6000.1.0b7, 6000.2.0a4).
This set of samples contains over a...
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Released
ShaderLab Attributes for Material Property Drawers
With those ShaderLab Attributes exposed to ShaderGraph, users could make their properties take advantage of built-in Materia...
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Released
Append Node
Release in Unity 6000.2.0a9
Add a new Append node to Shader Graph that can combine two float or vector inputs of different ...
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Planned
8 Texture Coordinates
Full support for up to 8 texture coordinates.
Read more

Planned
Custom Lighting Nodes for Universal Render Pipeline
With adding nodes "Get Main Light" and "Get Additional Light”, you would be able to more easily create custom lighting in Un...
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Planned
Dynamic Branching with Keywords
This would allow to use Keywords for dynamic branching, and reduce the number of variants when performance impact is low.
Read more

Planned
Graph Templates
With Shader Graph Templates, you will be able to create new Shader Graphs from fully setup premade templates, such as Canvas...
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Planned
URP Simple Lit Target
Adding a new Universal Target for URP Simple Lit Shader.
Read more

Under Consideration
(Legacy) GPU Instancing Improvements
Please let us know how we can improve your workflows with Shader Graph when using GPU Instancing with Graphics features like...
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Under Consideration
Blending Modes
This would give control over Source and Destination Blend Modes.
Read more

Under Consideration
Blit Target
With the Blit Target, users would able to author a SRP blit shader graph.
Read more

Under Consideration
Console Interop
Console warnings and errors shall point to the problem in a Graph, just like it
takes a programmer to a source code line.
Read more

Under Consideration
Custom Pragma and Define
This would let adding custom #pragma and #define to Shader Graphs
Read more

Under Consideration
Custom SSAO (URP)
This would provide Shader Graph users the ability to customize how the SSAO texture sampling is being used in a URP Lit Mate...
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Under Consideration
Custom Struct Types
You will be able to define custom collections of data and operate on them in your graph.
Read more

Under Consideration
Disable Fog from Lit Sub-Targets
You would be able to disable Fog on a per graph, or per material instance basis.
Read more

Under Consideration
Disable Interpolation
With this feature, you will be able to set "nointerpolation" on Vertex Colors, UVs and other custom interpolators.
Read more

Under Consideration
Further node controls for subgraphs
Thanks to the success of the previous 2021.2 release, you'll eventually be able to put controls (like check boxes, and slide...
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Under Consideration
Get/Set Node
Also known as portals, this will allow setting and getting a local variable for graph organization and performance purposes.
Read more

Under Consideration
Graph Creation API
Similar to Animator Controller API, this shall allow tech. artists and programmers to create and populate new graphs from C#...
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Under Consideration
Light Mode Tag
This would let Shader Graph users set Light Mode Tag.
Read more

Under Consideration
Material UI (ShaderGUI)
This would allow Shader Graph users to edit their graphs' instance UI, to add tooltips, conditional visibility, customize th...
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Under Consideration
Shader Globals
We're going to provide Technical Artists with means to prototype and author systems that rely on Shader Global Properties.
...
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Under Consideration
Shader Graph Stencil Operations
See customize stencil operations in Shader Graph
Read more

Under Consideration
Shader Performance Feedback
We'll create a place for you to easily see performance information for your graphs, such as: estimated instruction count, sa...
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Under Consideration
Simplified Material Authoring
This feature would allow Shader Graph users to author Material graphs from a higher level with no specific distinction betwe...
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Under Consideration
Static Branching
With this feature, you will be able to organize static branching in Shader Graphs, Sub Graphs and Custom Function Nodes.
Read more

Under Consideration
Sub Graph Stage Setting
This would allow setting the stage a Sub Graph can be used in, Vertex, Fragment or Both.
Read more

Under Consideration
Support for DrawIndirect / DrawProcedural
You would be able to modify the ShaderGraph's vertex shader to support custom vertex behavior for use with DrawIndirect or D...
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Under Consideration
Tessellation for Universal Render Pipeline
You would be able to author shaders that use Tessellation for Universal Render Pipeline. This will allow you to dynamically ...
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Under Consideration
Vertex Stage Inputs
We would add inputs to the Vertex Stage for UV and COLOR.
Read more

Under Consideration
ZTest and ZWrite Support
This would enable ZTest and ZWrite customization in Shader Graphs.
Read more

Under Consideration
Exposable Gradient Property
This would allow Shader Graph users to:
expose a Gradient Property to the Material Inspector
expose a Gradient Property to...
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Universal Pipeline

Released
Adaptive Probe Volumes (APV)
With the 2023.1 release, we have enabled the core functionality and user experience of Adaptive Probe Volumes in URP.
What ...
Read more

Released
Adaptive Probe Volumes (APV): Per-Vertex Quality
Summary
Previously, APV supported only per-pixel quality indirect lighting. This may be unsuitable for a range of mobile de...
Read more

Released
Alpha Processing for Post Processing
Summary
In Unity 6 Preview, URP now has a setting for Alpha Processing (URP Asset > Post-processing > Alpha Processin...
Read more

Released
GPU Resident Drawer
Summary
The GPU Resident Drawer is a GPU Driven rendering system which is designed to be a CPU time optimization.
It enabl...
Read more

Released
GPU Resident Drawer
Summary
The GPU Resident Drawer is a GPU Driven rendering system which is designed to be a CPU time optimization.
It enabl...
Read more

Released
High Dynamic Range Display Output
Summary
High Dynamic Range (HDR) displays are display devices capable of reproducing images in the higher range of differen...
Read more

Released
Post Processing Custom Effects
You can use render passes to achieve some custom effects with Universal Render Pipeline's post-processing. Currently, with 2...
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Released
Post Processing: Object Motion Blur
This feature has landed and is available in 2023.2.a8 and above.
The Motion Blur effect blurs an image when GameObjects are...
Read more

Released
Render Graph Integration
Summary
Render Graph is a high-level representation of a pipeline's frame and render passes, explicitly stating how the ren...
Read more

Released
Screen Space Lens Flare
Very quickly and easily add lens flares and light streaks effects automatically generated from the frame buffer.
SRP data d...
Read more

Released
Scriptable Render Pipeline Coexistence (Experimental)
We have delivered a series of improvements to coexistence in Unity 22LTS and Unity 6, and though it can ease and accelerate ...
Read more

Released
Spatial-Temporal Upscaling (STP)
Summary
The number of competing super resolution techniques is growing, and many of them are specific to a single hardware ...
Read more

Released
VFX Graph Smoke Lighting For URP
Expose 6-way lighting as a Shader Graph shader compatible with both HDRP and URP.
6-way lighting allows to create more real...
Read more

Released
VFX Graph Support of URP Decals
This feature has landed and is available in 2023.2.0a18 and above.
Allow to spawn URP decals with VFX Graph, as well as usi...
Read more

Released
XR: Application Spacewarp
Application SpaceWarp is an advanced XR rendering technique that reduces the rendering frequency while maintaining the displ...
Read more

Released
XR: Foveated Rendering
Summary:
Foveated Rendering support is being introduced, in order to improve the performance of stereo-rendering for suppor...
Read more

Planned
Automatic Exposure
Summary
Exposure is a linear scaling operation performed on a scene-referred
image before tone mapping to fine-tune the bri...
Read more

Planned
Data Unification
Unified rendering means that we are not creating yet another solution, but refactoring the URP and HDRP backends, separating...
Read more

Planned
Deferred: Optimisations & GPU Resident Drawer
Deferred+
A new Deferred+ renderer in URP that supports GPU Resident Drawer with Deferred rendering, and Forward+ fallback ...
Read more

Planned
Render Pipeline and Renderer Data Asset Consolidation
Summary
We are removing the need to manage separate Universal Render Pipeline (URP) and Universal Renderer Data (including ...
Read more

Planned
Shader Library Documentation Improvements
Better documentation for Universal's Shader Library, Shader API, and Shader built-in variables.
Read more

Planned
Shader Quality Settings
Shader Quality settings allow you to tweak the quality of shading by enabling or disabling certain shader features. This opt...
Read more

Planned
Shadow Maps Caching
Summary
Shadow Maps Caching provides performance improvement by allowing the Universal Render Pipeline (URP) to update the ...
Read more

Planned
SRP Lit shader
When unifying we are also standardizing. The new unified Lit shader is based on the OpenPBR standard hosted by the Academy S...
Read more

Planned
Surface Shaders
Summary
SRP Surface Shaders are a similar concept to Built-in surface shaders. You can define a surface function that descr...
Read more

Under Consideration
Blob Shadows
Blob Shadows are "fake" shadows created by drawing a 2d shape and projecting it on the ground below the object you'd like to...
Read more

Under Consideration
Camera-relative Rendering
Camera-relative rendering would allow the Universal Render Pipeline (URP) to render distant GameObjects (with large world sp...
Read more

Under Consideration
Screen Space Reflection (SSR)
Summary
Screen Space Reflection (SSR) is a rendering technique that uses the depth and color buffer of the screen to calcul...
Read more

Under Consideration
Streaming Virtual Textures Support
Summary
Streaming Virtual Texturing (SVT) is a feature that reduces GPU memory usage and texture loading times when you hav...
Read more

Under Consideration
URP Ray-Tracing Support
Unity currently supports advanced ray tracing in the High Definition Render Pipeline (HDRP). We are exploring the possibilit...
Read more

Under Consideration
Volumetric Fog
With volumetric fog, you can add realistic fog to a scene and manipulate its color, density, and how it interacts with light...
Read more
VFX Graph

Released
Access to URP Camera Depth and color buffers
This feature has landed and is available in 2023.3.0a16 and above.
Allows access to the URP Camera buffers (Depth and Color...
Read more

Released
Attributes Blackboard
This feature has landed and is available in 2023.3.0a7 and above.
Accelerates the access and usage of built-in attributes (...
Read more

Released
Collisions Improvements
This feature has landed and is available in 2023.3.0a18 and above.
Collision attributes to perform custom process upon coll...
Read more

Released
Custom HLSL Block
This feature has landed and is available in 2023.2.0a19 and above.
Create a block by directly typing some HLSL snippets.
Read more

Released
Generate Volumetric fog with particles
This feature has landed and is available in 2023.1.0b4 and above.
Add Volumetric Output to VFX Graph for HDRP.
This allows...
Read more

Released
Keyboard Shortcuts
This feature has landed and is available in 2023.3.0a19 and above.
Keyboard shortcuts are to be added to Shader Graphs to i...
Read more

Released
Node Search Improvements
This feature has landed and is available in 2023.3.0a15 and above.
We're improving the UI/UX of the node search window to e...
Read more

Released
Profiling tooling
This feature has landed and is available in 2023.3.0a15 and above.
Provide profiling tools that will allow you to get feedb...
Read more

Released
Raytracing Support
Add the ability of VFX to be rendered in ray tracing passes. To allow things like VFX being taken into account in ray-traced...
Read more

Released
Shader Graph Keyword Support
This feature has landed and is available in 2023.3.0a17 and above.
With this feature, you will be able to create an Uber Sh...
Read more

Released
Shader Graph Smoke Lighting for URP an HDRP
This feature has landed and is available in 2023.2.0a19 and above.
Expose 6-way lighting as a Shader Graph shader compatibl...
Read more

Released
URP Decals with VFX Graph
This feature has landed and is available in 2023.2.0a18 and above.
Allow to spawn URP decals with VFX Graph, as well as usi...
Read more

Released
URP Support (Compute Capable Devices only): High End Mobile Support (Preview)
This version of the Visual Effect Graph brings a number of fixes and stability improvements to allow effects to be deployed ...
Read more

Released
VFX Graph Motion Vectors for URP
Allow VFX Graph particles to generate motion vectors with URP, for example to be considered by effects like TAA or Motion Bl...
Read more

Released
VFX Templates and Wizard
This feature has landed and is available in 2023.2.0a18 and above.
A dedicated Wizard Creation Window similar to the Scene ...
Read more

Released
Instancing support with GPU Events
This has landed in Unity 6000.1.0a9.
You can now use GPU Events and yet benefit from Instancing.
Read more

Planned
Cross pipeline Lit
Add a new lit output compatible with both HDRP and URP, and allowing to use a custom shader created with ShaderGraph.
This ...
Read more

Under Consideration
Animated Point Cache
Add support for point caches storing several frames of data.
Read more

Under Consideration
Arrays Support
The support of array of types will allow to handle arrays as port types and iterate on them.
Read more

Under Consideration
CPU simulation
This will allow you to simulate particles and trails on CPU.
Read more

Under Consideration
Custom SRP Support
We're considering exposing VFXSRPBinder and other APIs to allow support of Custom Render Pipelines.
Please share your feedb...
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Under Consideration
Decoupled lighting
We’re decoupling our lighting resolution from our rendering resolution - this will make your effects more performant applyin...
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Under Consideration
DOTS Runtime
Port most of the VFX C++ runtime to DOTS C#. This would allow VFX to be more easily integrated into the DOTS based code base...
Read more

Under Consideration
Event Sequencer
Add an internal visual sequencer to VFX graph to trigger events and update properties from within the asset.
Read more

Under Consideration
Fluid Simulation
Add an update context that performs fluid simulation with particles.
Read more

Under Consideration
Graph Attributes
This will allow to read and write attributes that are shared within an entire graph.
Read more

Under Consideration
Light Support in Graph
Ability to specify and control individual lights directly within the graph.
You can currently use Output Events to control ...
Read more

Under Consideration
Nearest Neighbor Search
Allows to query and get a list of neighboring particles from a given particle. This could be used to create advanced simulat...
Read more

Under Consideration
Other Particles' Attributes Read
Enables particles to access other particle's attributes, for example to find their position and avoid colliding with them.
Read more

Under Consideration
Particle Attribute Buffer Read Access From Outside Graph
This will allow reading particle attributes (e.g. position, color, etc.) asynchronously from CPU or from other GPU passes.
Read more

Under Consideration
Particle Light Output
A new particle output to render particles as lights.
Read more

Under Consideration
Point Cache Overhaul
Point caches rewritten as buffers and implementing them as a first-class citizens in Unity. Adds also the ability to expose ...
Read more

Under Consideration
Public Node API
Expose and document the API to be able to create new node types in C#.
Read more

Under Consideration
Render to Render Textures
Optional render texture in an output to render on texture instead of on screen.
Read more

Under Consideration
Shader Graph Property Categories Foldout
This would display Shader Graph Property Categories as Collapsible Foldouts in the SG Output Block, to help unclutter Uber S...
Read more

Under Consideration
Shaders Warmup
With this API, you would be able to warm up Shaders used by Visual Effects and avoid runtime stutter.
Read more

Under Consideration
Simplified VFX Authoring
This feature would allow VFX Graph users to author Visual Effect assets in a similar fashion as Shuriken, with behavior bloc...
Read more

Under Consideration
Sub Frame Interpolation
Enables spawning and updating particles with greater fidelity when it comes to fast moving simulations removing typical stai...
Read more

Under Consideration
Subgraphs Compilation
We are looking at optimizing Subgraphs compilation (auto-compile and compilation) when nested in Graphs.
Please share your ...
Read more

Under Consideration
Subgraphs Sorting Order
We're looking at allowing sorting Subgraphs order.
Please share your feedback on the topic.
Read more

Under Consideration
Submit VFX Graph UX improvements
Improve discoverability, small daily user pains, as well as blockers when creating VFX with Unity.
Tell us what you would l...
Read more

Under Consideration
Unity Splines for VFX Graph
Access Unity splines from VFX Graph to spawn, control, and animate particles along the paths.
This allows to create effects...
Read more

Under Consideration
VFX Support for Shader Graph HDRP Decal Target
This would add VFX Graph support to HDRP Decal Target.
Read more

Under Consideration
VFX Support for Shader Graph URP Decal Target
This would add VFX Graph support to URP Decal Target.
Read more

Under Consideration
Volume Simulation and Rendering
In addition to particle, this brings support to volume data. It will allow things like dynamic vector fields generation.
Read more
02
Unity Hub
Your all-in-one gateway for creating new projects, accessing resources and learning material, and managing your creations
Quick links

Unity Hub

Released
Check out what's new
Read through the release notes to learn about the Hub’s latest features and improvements.
Read more

Released
Join the discussion
Connect with others creators in the community, ask questions, and get feedback in the Unity Hub forum.
Read more

Planned
Improve Hub Startup speed
Optimize the way Hub starts to improve startup speed
Read more

Under Consideration
Access the Editor Archive from the Hub
Rather than navigating to the Editor Archive webpage to install a previous version of the Editor, you’ll be able to install ...
Read more

Under Consideration
Create a custom template
Save time getting started by turning an existing project into your own custom template.
Read more

Under Consideration
Notifications
Receive timely and relevant information that is important to your day-to-day work.
Read more

Under Consideration
Pause or resume downloads
Pause or resume your downloads from within the Download Manager.
Read more

Under Consideration
Project and Asset Library
View and access all of your projects and assets in a unified place.
We’re exploring the following capabilities:
Search, fi...
Read more

Under Consideration
Rename a project
Rename a project directly from the Hub projects list view.
Read more
03
Unity Gaming Services
An end-to-end platform that is designed to help you build, manage, and grow your game

Ads
Acquire

Planned
Additional Optimizations for ROAS Campaigns
Adding additional time periods for ROAS campaigns
Read more

Planned
Android Device Model Targeting
Allows advertisers to target specific Android device models or manufacturers via an allowlist or blocklist
Read more

Planned
Attribution Link Tester
The ability to test attribution links before setting campaigns live
Read more

Planned
Automated Bidding
A simplified and automated bidding strategy that allows you to quickly set your bidding strategy to get the maximum number o...
Read more

Planned
Bid Guidance
Automated insights to show how changing your bid may impact campaign performance.
Read more

Planned
Budget Based Buying
A simplified and automated bidding strategy that allows you to quickly set your bidding strategy to get the maximum number o...
Read more

Planned
Campaign History Updates
Adding additional elements for reporting at a glance including Spend and Installs. Also extending the lookback window from 3...
Read more

Planned
Creative AB Testing on Android
An easy to use, intuitive creative testing framework that aims to provide for direct comparison between two or more creative...
Read more

Planned
Custom Event Optimizations
Adding more events to optimize campaigns against
Read more

Planned
Custom Product Pages
Custom Product Pages allows game studios to customize their Apple App Store landing page to better resonate with the interes...
Read more

Planned
Daily Budget Cap per Country
This gives advertisers the ability to choose between a shared budget among all targeted countries or defining separate budge...
Read more

Planned
Insights Card
A collection of automated advice on how to increase campaign performance
Read more

Planned
New Dimension in Report Builder
Additional reporting dimensions being added to Report Builder including: tablet vs phone, granular game categories, multiple...
Read more

Planned
Source Category Targeting
Source Category Targeting feature offers advertisers the ability to include or exclude specific store categories for targeti...
Read more

Planned
VPN Traffic Blocking
Giving Advertisers who want, the ability to block VPN network traffic. This keeps traffic from unwanted countries from being...
Read more

Under Consideration
Credit Cards for Prepayments
An ability to prepay the budget with your credit card
Read more
Monetize

Planned
Ad Controls Unblocking Insights Recommendations
Receive recommendations to determine the creatives to unblock to seize additional revenue opportunities.
Read more

Planned
Ad Type Consolidation for DSPs
Optimizing Unity's exchange by consolidating at types including VAST VPAID and MRAID to reduce costs and increase efficienci...
Read more

Planned
Benchmarking for Customer Peer Groups
Compare your game and its performance to peer groups. Determine if you CPMs are better than similar games or see if your fil...
Read more

Planned
Change Alerts
Get email notifications when key changes occur in your game Such as privacy settings or placement targets.
Read more

Planned
Consolidated Reporting Page
Unity publishers will be able to analyze their monetization strategy by reviewing all metrics in one place.
Read more

Planned
Creative Controls for Third-Party Demand
Publishers will now be able to use Ad Controls to review and manage ad creatives from select DSP partners.
Read more

Planned
Deep Links for DSP Ad Formats
DSP partners will now have the ability to provide deep links in all supported ad formats. Users will be directed to a partic...
Read more

Planned
MRAID End Card for DSPs
DSPs will be able to send MRAID end cards as a companion to a video ad unit. Users will be able to interact with the end car...
Read more

Planned
Open Measurement Support for DSPs
Expanding Unity's open measurement support for banner and display ad formats.
Read more

Planned
Performance Alerts
Publishers will receive alerts about key metrics in their game via email. So they can be aware of issues while not monitorin...
Read more

Planned
Project Creation Flow Redesign
Dashboard enhancements to make it easier for publishers to create new projects. Publishers will receive a visual step-by-ste...
Read more

Planned
Search by Advertiser Domain in Ad Controls
Search by advertiser domain to identify creatives to block using Ad Controls.
Read more

Planned
Sensitive Attribute Blocking
Block specific attributes in ad creatives to prevent unwanted content from showing in your app. Sensitive Attribute Blocking...
Read more

Planned
Unblocking Insights
Receive insights on the estimated revenue opportunities from unblocking advertisers in your app that are currently blocked.
Read more

Planned
Unity Ads SDK Enhancements
Improve ad delivery, latency, and additional enhancements to improve the Unity Ads SDK efficiency and weight.
Read more

Planned
Unity Mediation: Cross Promo
Allow setting another project’s cross promo to kick in as backfill for a waterfall.
Read more

Planned
Unity Mediation: Expand Bidding Support
Expand integrations with bidding partners to further enhance Unity Mediation demand sources.
Read more

Planned
Unity Mediation: Expand MMP Support
Expand integrations with MMPs to further enhance Unity Mediation features and functionality.
Read more

Planned
Unity Mediation: Manage API
Change waterfall line item configurations through the Manage API.
Read more

Planned
User-Level COPPA Controls for MAX
Apps mediated by MAX that target both children and adults will have the control to share the COPPA status of individual user...
Read more

Under Consideration
Dashboard Driven Integration
Test and integrate the latest ads SDK from within the dashboard for all platforms.
Read more

Under Consideration
Monetize Data Explorer
Slice and dice your data in similar ways to imply allowing for deeper analysis of your game's users
Read more

Under Consideration
Partner Service Portal
DSP and SSP partners can review data such as win rates, bid price, and average winning bid.
Read more

Under Consideration
Performance Driver Reporting
Reporting that shows the dashboard changes that drove key performance swings.
Read more

Under Consideration
Unity Ads SDK Crash Reporting
Provide reporting insights on app crashes due bugs caused by ads.
Read more

Under Consideration
Unity Mediation: Cross Promo Enhancements
Expand cross promo functionality to support other situations beyond backfill for a waterfall.
Read more

Under Consideration
Unity Mediation: Insights and Recommendations
Insights to improve the performance of publishers' Unity Mediation set up.
Read more

Under Consideration
User and Role Based Customization
Allow customers to templatize and edit the existing roles we offer in the unity dashboard. Customizing them to fit their uni...
Read more
Analytics and Player Engagement
Analytics

Released
Build Custom Dashboards
Customize your reporting in a strategic way that can provide insights to the entire studio. Use saved reports to build out d...
Read more

Released
Copying events between environments
Create events and their schemas once and promote them across environments. This makes moving through different phases of the...
Read more

Released
Custom Dimensions
This functionality empowers users to effortlessly examine and compare data across various dimensions beyond the event date, ...
Read more

Released
Custom SQL querying
SQL Data Explorer allows users to run SQL queries on their data, plot the results into different types of visualizations, an...
Read more

Released
Data Access
Access to your Analytics data through Snowflake, a data warehouse. Leverage the power of Snowflake to visualize your data th...
Read more

Released
Define Custom User IDs via Analytics SDK
Use a custom user ID on Analytics events sent through the Analytics SDK. Allowing customers to maintain consistent identifie...
Read more

Released
Enhanced Data Analysis and Visualization Features
Explore Tool's upcoming update includes enhanced table view with search & filtering, table row aggregates, pivot tables for ...
Read more

Released
Measure player drop-off
Funnels help you better understand your player progression, identify opportunities to boost your KPIs, and uncover pain poin...
Read more

Released
Porting Legacy custom events to UGS Analytics
Custom event data from Legacy Analytics will be available in UGS Analytics without the need to make changes to your game.
Read more

Released
Simplified event management
Simplified creation and management of custom events in the dashboard.
Read more

Released
Support for WebGL
Fixing errors which are causing issues with running Analytics on WebGL.
Read more

Released
Unity IAP Transactions Automatically in Analytics
Unity IAP purchase transactions will be automatically registered and tracked in Analytics when using the Unity IAP.
Find ou...
Read more

Released
User Acquisition Performance Tracking
Analyze your user acquisition data so you can quickly see which ad networks and campaigns are bringing the most valuable use...
Read more

Under Consideration
Aggregated Event Parameter Reporting
This feature enables users to easily calculate metrics such as averages and medians on collected event parameter data, provi...
Read more

Under Consideration
Custom Metrics
Perform simple calculations on your events such as to identify mission completion rate.
Read more

Under Consideration
Event Management Admin API
Create events and parameters via an admin API making it easier to set up your event schemas.
Read more

Under Consideration
Support for Consoles
Official support for consoles by the Unity Analytics SDK.
Read more

Under Consideration
Unity Ads revenue available in Analytics
Unity Ads data will be automatically available in Analytics for you to be able to correlate ad data with gameplay data to pr...
Read more
Game Overrides

Released
Ad Rules
Test, target and schedule changes to your ads strategy. Available for Unity Ads and Unity Mediation users only.
Read more

Released
Calendar Overview
View and manage Game Overrides on a calendar view.
Read more

Released
Statistical Significance A/B Testing
A guided A/B testing workflow with statistical significance reporting.
Read more

Planned
Event-Based Audiences
Define Audiences based on events that players have sent. For example, target all plates that have participated in a given ev...
Read more

Planned
Event-Triggered Overrides
Activate Overrides values when players trigger events. For example, update mission difficulty when players fail multiple mis...
Read more

Planned
More Reporting Metrics
Make more metrics available in Game Overrides reporting. Including popular session, retention and monetization metrics.
Read more

Planned
Seasonal Event Builder
Plan and manage seasonal events using Remote Config keys, Economy resources, CCD buckets and Push Notifications. Define even...
Read more

Under Consideration
Environments Promotion
Move Game Overrides between environments.
Read more

Under Consideration
Versioning & Change History
See the version history for Game Overrides. See the changes that were made, when and who made them.
Read more
Push Notifications

Released
Calendar Overview
View and manage Push Notifications on a calendar view.
Read more

Released
Ongoing Push Notifications
Schedule Push Notifications to send automatically to an Audience. For example, engage your players with a “Welcome back!” no...
Read more

Under Consideration
Cloud Code: Push Notifications Integration
Schedule Push Notifications programmatically with Cloud Code.
Read more

Under Consideration
Environments Promotion
Move Push Notifications between environments.
Read more

Under Consideration
Localized Push Notifications
Localize notification content to provide players with different text based on their location and device settings.
Read more

Under Consideration
Versioning & Change History
See the version history for Push Notifications. See the changes that were made, when and who made them.
Read more
Games Backend
Authentication

Released
Apple Game Center Support
Add Apple Game Center support so that the developers can authenticate the players through Apple Game Center.
Read more

Released
Bring Your Own ID - Phase 1: OpenID Support
The OpenID Connect support enables the game developer to integrate with their Open ID protocol authentication system such as...
Read more

Released
Bring Your Own ID - Phase 2: Custom ID
The phase 2 release aims to expand the BYOI capabilities to allow developers with game servers to integrate with UAS by crea...
Read more

Released
Code Linking
Enable authenticated players to sign in to another device using a generated code.
Read more

Released
Multiple App ID Support for Steam
Allow developers to configure multiple Steam App Id. Make it easier for developers to release different snapshots of their S...
Read more

Released
Oculus Login
Oculus login support enables the player to sign in directly with their Oculus account.
Read more

Released
Username / Password Login
Enable the game developers to provide username & password signup and sign-in capabilities.
The player can use a username an...
Read more

Under Consideration
Email / Password Login
Enable the game developers to provide email & password signup and sign-in capabilities.
The player can use email and passwo...
Read more
CLOUD CODE

Released
C# support
C# is the most used language in the Unity Editor. By supporting C# in Cloud Code we make sure code can be moved from client ...
Read more

Released
Cross Player Scripts
Allow Cloud Code to read and write Cloud Save data for multiple players in one script. This unlocks the building blocks for ...
Read more

Released
Editor workflows
Support Cloud Code to be created from within the Unity Editor.
Read more

Released
Opening up
Opening up Cloud Code so you can reach out to any server on the open internet.
Read more

Released
Reusable Code
Developers do not want to repeat themselves, having to have the same piece of code in multiple places. We will allow for one...
Read more

Released
Scheduled Scripts
Allow scripts to be run on a schedule.
Read more

Released
Triggered Scripts
Automate your game logic through Cloud Code by setting scripts to run based on events in other UGS services.
Read more

Planned
Secrets Manager
Securely manage your credentials to connect UGS and external services.
Read more

Planned
Cloud Code Local Debugger
Troubleshoot Cloud Code on your local machine.
Read more
Cloud Content Delivery

Released
Addressables + CCD Integration
This feature further simplify the integration between Addressables and CCD.
Automatically upload Addressable content to a C...
Read more

Released
Usage Analytics
This feature provides more advanced service monitoring capabilities. This data provides more insights into client API usage ...
Read more

Under Consideration
Delta Patching
This feature allows studios to only require players to download the content that has changed, not all the asset bundles.
Wi...
Read more

Under Consideration
Role Based Access Controls
This feature gives game studios control over who within the studio is able to change content within certain environments and...
Read more

Under Consideration
Usage Alerts
This feature allows studios to set usage alerts when they reach certain bandwidth consumption limits.
Read more
Cloud Save

Released
Cloud Save Files
Allow for large pieces of unstructured data to be uploaded by the player so the player can retrieve this again later.
Read more

Released
Server Authoritative hardening
With Server Authoritative hardening we provide an additional option where Cloud Save can only be changed by a trusted server...
Read more

Released
Storing Game State
This feature allows you to store game state that is not attached to an individual player.
Read more

Under Consideration
Cloud Save Package
The Cloud Save package is improved so that it is much easier to use in a live game. We are adding a method to delete all key...
Read more
Economy

Released
CLI module for Economy
Enable programmatic interactions with the Economy service and integration of these actions into CI/CD pipelines.
Read more

Released
Configuration Import/Export via CLI
Ability to import/export configuration for Economy through the CLI. The import is particularly important because it allows t...
Read more

Released
Economy Games Override
Introduce the ability to target players with specific overrides for the different resources configured.
Read more

Released
Edit Player Balance
Allows developers to adjust a player's in-game currency balance for customer support, event rewards, or manual corrections.
Read more

Released
Public Economy Admin APIs
Ability to interact with the service configuration using APIs.
The APIs will be available after enabling the service in the...
Read more

Released
Server authoritative Economy
Improved security through new restrictions to player read/write access settings and authorization of API requests
Read more

Under Consideration
Filter and Search Configuration Items
Ability to search configuration items. Planned filters:
resource type
has overrides
Read more

Under Consideration
Seed Instance Data for Inventory Items
Currently when creating a purchase, inventory items get assigned to the player with no instance data, requiring additional w...
Read more
Player Management

Released
Ban / Unban Player
Allow developers to ban/unban a player in Player Management and with API.
Read more

Released
Delete Player
Allow the dashboard users to delete a player in Player Management.
Read more

Released
Player Deletion API
Provide an Admin API to delete player accounts.
Read more

Released
Player Detail Overview
A section to show the player's account creation date, last login, and linked identity.
Read more

Under Consideration
Create Player
Allow dashboard users to create a new player in Player Management.
Read more

Under Consideration
Improved ways to look up users
Streamline support workflows and enhance player management by enabling searches using various identifiers beyond Player ID, ...
Read more

Under Consideration
Player Name
Allow developers to view and update a player's name in Player Management Dashboard and with API/CLI.
Read more

Under Consideration
Sort
Allow the dashboard users to sort players by creation and last login.
Read more

Under Consideration
Username and Password
Allow developers to manage a player's username and password in Player Management Dashboard and with API/CLI.
Read more
Remote Config

Released
CLI for Remote Config
Remote Config module in the UGS command line interface. This would allow users to programmatically interact with Remote Conf...
Read more

Released
Remote Config Setup Guide
Guided onboarding flow walking new users through the steps required to setup their application with Remote Config.
Read more

Released
Versioning and Changelog
Allow users to see a list of changes that have been made to the config, as well as rollback to a previous version.
Read more

Under Consideration
JSON Schema Validation
Allow users to create JSON schemas that can be enforced to validate any config changes against, allowing for more secure and...
Read more

Under Consideration
Role Based Access Control
This feature gives game studios control over who within the studio is able to change content within certain environments and...
Read more
Multiplayer
Lobby

Released
Authentication
Integrates with UAS (Unity Authentication Service) to provide users with anonymous and platform-specific authentication solu...
Read more

Released
Integration with Relay Service
Integrates with Relay service so that users can use Relay and Lobby together to create a peer-hosted game with an embedded L...
Read more

Released
Integration with the Vivox service
Facilitates the integration of Vivox-powered voice chat and social interaction features within Lobbies
Read more

Released
Lobby Metrics on Unity Dashboard
Provides key Lobby operational metrics to users on Unity Dashboard.
Read more

Released
Lobby returns user names from Social Profile service
Lobby to return updated player names from Social Profile
Read more

Released
Password-enabled Lobbies
Enables players to define passwords to restrict access to lobbies.
Read more

Released
Real-time Lobby updates
Option to replace the polling and API logic (to send and receive updates to and from Lobby) for a pubsub/websocket that push...
Read more

Released
Unity engine SDK
An SDK to handle authentication and API calls from the game clients to the Lobby service.
Read more
Matchmaker

Released
A/B testing and player segmentation (for MWU)
Allows users to test and optimize their Matchmaker configurations, understanding which have the best impact on retention, en...
Read more

Released
CLI support & config-as-files
Supports command-line interface and exporting/ importing matchmaker configuration as files.
Read more
Multiplay
Relay

Released
Authentication
Integrates with UAS (Unity Authentication Service) to provide users with anonymous and platform-specific authentication solu...
Read more

Released
DTLS Encryption
Supports DTLS (Datagram Transport Layer Security) encryption of all UDP (User Datagram Protocol) communication to and from t...
Read more

Released
Integration with Lobby Service
Integrates with Lobby service so that users can use Relay and Lobby together to create a peer-hosted game with an embedded L...
Read more

Released
Mirror Netcode Support
Enable implementation of the Relay service with Mirror, the open-source high level networking library for Unity.
Read more

Released
Multi-region Support
Allows players to select a Relay server from a list of available regions. By selecting the closest Relay server, the player ...
Read more

Released
Quality of Service (QoS)
Allows users to select a region automatically based on quality of service data by starting the NetworkDriver as a host playe...
Read more

Released
Relay Metrics on Unity Dashboard
Provides key Relay performance metrics to users on Unity Dashboard.
Read more

Released
WebGL Support
Enable Relay support for WebGL game clients through our full cross-platform solution. Play together from your phone, your we...
Read more
Vivox Chat & Safety

Released
Automatic Connection Recovery
Makes minor network disruptions invisible to users by ensuring the connection between the game client and the Vivox servers ...
Read more

Released
Player Moderation
Unity’s Moderation solution provides a complete set of moderation tools to make toxicity-management accessible, impactful, a...
Read more

Released
Smart Platform Audio Management
Vivox will automatically configure the audio route for the best voice session experience based on the user's capture and ren...
Read more

Released
Text Chat Enhancements
Upgrading existing Vivox Text by adding persistence and moderation through three new features: Chat History to allow players...
Read more

Released
Unreal Engine 5.x Official Support
While our Unreal SDK is provided as source and can be made to work with Unreal Engine 5.x without issue, this work item inte...
Read more

Released
Voice Toxicity Analysis
An ML-based voice analytics service that records player voice communications and provides users with an analysis of the reco...
Read more

Planned
New Unreal SDK
A refresh of the Unreal SDK to match the functionality of the Unity SDK.
Read more

Planned
Text Chat Toxicity Analysis
Analyze a text conversation for negative or positive indicators that can guide moderation steps for individual players or gr...
Read more

Planned
Voice Widget in Unity Editor
A new multiplayer widget to quickly get started with joining voice channels
Read more

Under Consideration
3rd Party Audio Engine Plugins Support
An easier external access to audio buffers in a format that can easily be used by 3rd party audio engines.
Read more

Under Consideration
New Voice Activity Detection
A new VAD method that will result in improved audio quality by filtering out more audio that is purely noise.
Read more

Under Consideration
Unity visual scripting support
Use visual scripting to implement core Vivox functionality.
Read more
04
Unity Cloud
An ecosystem of products and services that makes work on real-time 3D experiences more creator-focused, accessible, and connected
Quick links

Dashboard & Admin
Planned

Released
Dashboard Search Improvements
Iteratively improve search scope, coverage and results when searching across Unity Cloud dashboard
Read more

Released
Platform Audit Trail Service
Provide core Unity Cloud platform service to collect, correlate and efficiently answer who/when/what with respect to key con...
Read more

Planned
Finance Admin add-on role
Introduce an Organization level role for financial administration. Currently only organizsation owners have access to this i...
Read more

Planned
Project level group roles.
Make it possible to create groups for specific types of organization members and aassign the right roles and permissions on ...
Read more
Released

Released
Dark Theme Support
Creators will (finally) be able to work in their Dashboard with a native dark theme.
Read more

Released
Dashboard Personalization
This initial phase of personalization capabilities within the Dashboard will allow users to pin their most-used services to ...
Read more

Released
Onboarding
By answering a trio of questions, first-time visitors will have a more personalized experience of the new Dashboard. This wi...
Read more
Asset Manager

Released
Asset Management
Provide feedback on Asset Management
Read more

Released
Developer Experience
Give feedback on our developer services, including APIs, SDKs and documentation
Read more
April 2024
Asset Manager for Unity Editor

Planned
Cancel import
Safely cancel ongoing imports and automatically clean up any incomplete data. This ensures that no broken assets or missing ...
Read more

Planned
Create collections based off folders
This feature will allow users to organize and navigate their assets using familiar folder structures. By replicating local p...
Read more

Planned
Edit asset
Using the Editor plugin, users can edit the
dependency type (fix version or labels)
change log
custom metadata fields
ta...
Read more

Planned
Editor: Drag and drop on scene
Drag and drop prefabs and materials from the Asset Manager window to a scene.
Read more

Planned
Editor: Large scale upload
This feature will allow you to create assets from folders with or without their dependencies.It will automatically generated...
Read more

Planned
Expose external Unity asset libraries in plugin
A new section in the plugin that allows users to browse and search the Unity Assets Library directly from their navigation s...
Read more

Planned
Expose public API to allow for customization
Expose public API to allow for customization of the upload and import from Asset Manager
Read more

Planned
File management at import
More detailed override list when re-importing assets using asset manager for unity.
Specifically, adding more details on fi...
Read more

Planned
Import optimized and converted files
Users can import optimized and converted files using the Editor plugin
Read more

Planned
Local change insight
This new feature will provide clear, detailed information on the nature of changes detected during asset reuploads. This enh...
Read more

Planned
Show cloud icons on Editor project window for Cloud Assets
Users can easily identity cloud imported or uploaded assets from the project window using the cloud icons.
Read more

Planned
Smart asset removal
Users can remove the dependencies alongside the asset they are removing.
Removing options are
Stop tracking (remove witho...
Read more

Planned
Upload retry
Users can visually identify failed uploads and the plugin offers a straightforward option for users to attempt the process a...
Read more

Under Consideration
Use editor inspector for asset detail
Leverage the editor inspector to reduce the real estate taken by the Asset Manager window
Read more
Asset Manager

Released
Asset conversion and optimization
The ability to export assets in various common formats, such as FBX, USD, GLB, .PREFAB with the capability to clean and repa...
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Released
Clean unfrozen versions
Allow users to delete unfrozen asset versions.
Read more

Released
Move Asset action
Allow a user to move an asset from one project or collection to another.
Read more

Planned
Annotate your asset version
Use our web viewer to annotate your asset previews to do collaborative reviews with your pears.
The annotations are version...
Read more

Planned
Asset Reference Types
Asset Manager handles now several types of Asset References, with built-in ones:
Dependency
Transformation
Read more

Planned
Asset Types update + Custom Types
Consolidate our asset types with the Unity Editor and allow customers to create custom asset types.
Read more

Planned
Bulk asset editing
Allow user to edit asset metadata in bulk.
Read more

Planned
Collaboration: JIRA Integration with Threads
Automatically create a JIRA task from a written comment thread while collaborating around asset creation. Connect the ticket...
Read more

Planned
Create new asset from transformation
Enable the creation of a new asset with an asset reference typed: Transformed from a pipeline trigger (Optimize and Convert ...
Read more

Planned
Custom Pixyz transformation through Asset Manager
Use your custom Pixyz script (.py) to create a pipeline and run it on any asset.
Read more

Planned
Data Connector: PlasticSCM on premise
Connect your Asset Manager with your PlasticSCM server and index all your assets from your repositories on Asset Manager to ...
Read more

Planned
Decouple Versioning from Metadata
Updating metadata no longer upversion your asset, but is still tracked in its own history stream per version.
Read more

Planned
Decouple Versioning from previews and converted files updated
Adding, generating or updating previews don't upversion your asset anymore. Same behaviour with converted files.
Read more

Planned
Duplicate asset function
A simple function to duplicate any asset.
Read more

Planned
Identify main file(s) / asset(s)
For any multiple files asset (or nested assets), Asset Manager is suggesting the main file to enable several use-cases:
bul...
Read more

Planned
Optimize and Convert - Better discoverability and consumer flow
Enable Optimize and Convert for consumers, making the feature easier to access.
Read more

Planned
Preview asset files through asset viewer
Through a hierarchy menu of all the files within an asset, quickly browse and select the file on which you want to view and ...
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Planned
Trashcan
Trashcan feature will allow users to delete assets, datasets and their files but retrieve and restore them within 30 days.
Read more

Under Consideration
Asset template
Introducing the concept of Asset Template, driving convention of your assets' structures.
Defines which datasets and which ...
Read more

Under Consideration
Asset Variants
Create and Manage asset variants within Asset Manager
Read more

Under Consideration
Automate Upversion Upstream between asset references
Allow users to create asset references, including dependencies that can upversion upstream source assets if the target asset...
Read more

Under Consideration
Bring your own storage
Users require sensitive data to stay on their servers
The storage service can act as an abstraction for those 3rd party sto...
Read more

Under Consideration
Contextual search
Contextual Search enables you to find and manage assets more efficiently within the Asset Manager system by leveraging natur...
Read more

Under Consideration
Custom Status Flows
Add your custom status in the built-in flow or create total new ones for your asset.
Read more

Under Consideration
Delete a metadata field from organization library
Allow the deletion or reverting the deletion of a metadata field from your organization's library
Read more

Under Consideration
Desktop Companion App - Upload bulk assets from local disk
Provide a desktop client to simply upload in bulk your directory of assets
Read more

Under Consideration
Editor Metadata in Asset Manager
Surface Unity Editor metadata in Asset Manager
Read more

Under Consideration
Generate a turntable preview from 3D model
Generat a lightweight turntable preview of a 3D model that can be used as the primary preview image.
Read more

Under Consideration
Nested Assets
Ability to nest assets together
Read more

Under Consideration
Preview generation for point clouds assets
Generate previews for your point clouds Assets. Supporting:
e57
.pts
.ply
.glb
Read more

Under Consideration
Preview prefab or material in Asset Manager web
Asset Manager can generate previews (thumbnail and 3d viewer) to visualize your prefab or your material within Asset Manager...
Read more

Under Consideration
Project metadata
Allow to CRUD metadata on projects. System or custom metadata are available to better identify or analyze your project.
Read more

Under Consideration
Sync Asset's files Locally
Enable Asset Manager users to sync their asset's file locally (VFS) to work on their local machine with the DCCs they love.
Read more

Under Consideration
Tag assignment rules for texture files
Create tag assignment rules for your texture files in order to convert them on the fly while using then in Unity Editor or e...
Read more

Under Consideration
Tag recommendations
Automatic tag recommendation, based on existing tags or generated thumbnails and images
Read more

Under Consideration
Unpack Unity Package in Asset Manager
Upload your unity packages (old or new ones) and let Asset Manager scan, identify and itemize each asset while keeping the d...
Read more

Under Consideration
Public Link Sharing (assets)
Share publicly an asset and let guests vizualise your assets in their own browser.
Read more
August 2024
Cloud Automation

Planned
Dashboard for pipelines monitoring
A admin dashboard to configurate rules and automation for triggering workflows on assets
Read more

Planned
Node-based pipeline authoring
A web tool to visually create pipelines, using a node-based system, apps, events and actions.
Read more

Under Consideration
Upload your own docker as a workflow operator
Upload a custom docker image as an operator in a custom workflow
Read more
December 2024

Released
Asset Dependencies Viewer
View your asset dependencies through an interactive viewer, looking at the downstream and upstream asset.
Read more

Released
Use Unity Runtime Viewer in Asset Manager
Users will be able to view 3D assets in the Unity Runtime for Web viewer.
The initial version will be limited to unlit, lit...
Read more
Beta - June 2023

Released
Asset Management
A cloud-based Asset Management system featuring rich discovery, transformation and viewing capabilities.
Apply to the Beta ...
Read more

Released
Asset Manager APIs
Everything you can do in the Asset Manager is also exposed as a RESTful API. For more information, see our documentation
Read more

Released
Asset Manager SDK
The Unity Asset Manager SDK makes it easy for developers discover, create, update, delete, and manage Unity Asset Manager as...
Read more

Released
Auto-tagging
Use our AI feature to generate your asset's tags.
Read more

Released
Automatic previews optimization (image downsizing)
Any images uploaded as previews or thumbnails are automatically optimized for web consumption and fast browsing
Read more

Released
Clip and Paste Thumbnail image
You can copy and paste an images from your clipboard to the previews of your asset
Read more

Released
Collection Management
The ability to easily create, edit and delete collections and assets and navigate through them once populated.
Collections ...
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Released
Datasets in assets
Datasets are logical groupings of files within an asset, allowing users to partition it into payloads that makes sense.
Exa...
Read more

Released
Filtering
The ability to filter through assets by asset type, uploader, date, etc.
Read more

Released
Prepare asset for 3D Data Streaming
Enable the generation of a 3D Data stream of your asset, and leverage it through the 3DDS SDK or the reference project.
Tai...
Read more

Released
Role Based Access Control on Projects
Give access to projects to your organization's members and grant them a role:
Project Admin
Ability to add/remove and e...
Read more

Released
Search by Name and Tags
Search your assets by Name and Tags
Read more

Released
Unity Asset Manager For Blender-Sample
Upload Blender content to the Asset Manager.
If you are a developer that wants to build a plugin with the Unity Cloud Asset...
Read more
Integrations

Planned
Expose Python SDK on artifactory
Expose .whl files in Unity’s public artifactory and deprecate the HTML download page
Read more

Planned
Extract previews from Unity Project without Unity open
We want the CLI tool to be able to extract previews from Unity Projects - that is, outside of the context of the Unity Edito...
Read more

Planned
Migrate CLI tool to use DataConnectors
Connect your Asset Manager from your PlasticSCM server and index all your assets from your repositories on Asset Manager to ...
Read more

Planned
Physna Search
Overview
Physna Nexus+ is a tool that augments Unity Asset Manager with search capabilities powered by Physna.
Unleash the...
Read more

Under Consideration
Data Connector - Perforce
Connect your Asset Manager with your Perforce tenant and index all your assets from your workspace on Asset Manager to bette...
Read more

Under Consideration
Data Connector: Github
Connect your Asset Manager with your Github tenant and index all your assets from your repository on Asset Manager to better...
Read more

Under Consideration
Data Connectors - Google Drive
Connect your Asset Manager with your Google Drive tenant and index all your assets from your drives / folders on Asset Manag...
Read more

Under Consideration
Webhooks
As an Asset Manager developer i want to access webhooks that surface events I am interested in in the Asset Manager so i can...
Read more
Released

Released
(Unity Editor) Asset tracking, bulk import, collapsable side nav panel
Lots of improvements
Understand when an asset is out of sync with the Cloud by a quick glance on the gallery view
Bulk imp...
Read more

Released
3D metadata extraction
Extract useful information from 3D model automatically:
Triangle count
Vertex count
Material count
Number of textures
T...
Read more

Released
Access to the Unity Asset library
Access to a free asset library directly from Asset Manager containing materials at first.
The library is updated regularly ...
Read more

Released
Asset dependencies on Asset Manager
Support dependencies between assets to be more productive in your asset creation workflows.
From Material with its textures...
Read more

Released
Asset Manager for Unity (Private Beta)
Access your Asset Manager's contents directly from Unity Editor through the Asset Explorer.
Search, browse, view, and acces...
Read more

Released
Asset Manager for Unity release package
Move out of experimental to V1.
Read more

Released
Asset Manager for Unity Version Control
Add Files from Unity Version Control To the Asset Manager
Connecting your Unity Version Control Account to Asset Manager al...
Read more

Released
Asset status
Assets can be set to Draft, In Review, Accepted, Rejected so users can immediately understand which Assets can be used, and ...
Read more

Released
Asset versioning
Enable Unity Asset Manager Admins and Contributors to easily add, update and delete files within assets they create on UAM s...
Read more

Released
Asset versioning
Upload the version that you want with the ability to upload roll back
Read more

Released
Audio Player
Audio file can be previewed with a new audio player directly from asset manager. For this, you need to set as preview your a...
Read more

Released
Automated preview generation
Asset Manager will generate automatically some previews of your asset made of a single file.
Read more

Released
Bulk create assets, update asset through Python SDK
Additional samples to make it easier to bulk create assets, upload files and update files using the Unity Cloud Python SDK
Read more

Released
CLI bulk uploader
The Command-Line Interface (CLI) is a cross-platform command-line tool to connect to Asset Manager and execute administrativ...
Read more

Released
CLI tool improvements based on feedback
Allow users to embed dependencies.
Support for sub folders using Group by folder strategy
& more
Read more

Released
Connected App - Reference Project
The Unity Cloud Reference Project is a fully functional collaborative design review application for 3D assets, powered by Un...
Read more

Released
Consolidate dashboard & editor features
Group of quality of life features to consolidate the experience between the Web and the Editor integration
Discover all ass...
Read more

Released
CSV as input parameter for CLI tool
Use a CSV file as input using the CLI tool to upload and re upload assets with their dependencies to Asset Manager
Read more

Released
Editor: Better error communication
Help users understand better the errors and make the experience more cohesive
Read more

Released
Editor: Improvements for the upload flow
These improvements include
enable users to deselect files even if they are dependencies
covers better progress reporting f...
Read more

Released
Editor: Modal for reimport
New modal to provide users with insights on which files will be impacted and whether they want to replace, skip, duplicate o...
Read more

Released
Editor: Offline support and improvements for import flow
This includes
Offline support
Ability to browse the in project assets while being offline
Ability to retry the connection...
Read more

Released
Enable multiple UVCS datasets in a same asset
You can create multiple UVCS datasets into a same asset to surface different UVCS repository in one place
Read more

Released
Favourites
Epic
As an Asset Manager user I want to be able to create favourited views so i can quickly access the content i am most in...
Read more

Released
Filter asset by file type
You can now filter your asset by their file type. It allows you to find back asset made of prefab, images, sound file, etc.....
Read more

Released
Filter by custom metadata
Ability to filter assets by custom metadata
Read more

Released
Filter Cloud Assets by type and status
From the Asset Manager for Unity window in Editor, you can filter Cloud assets by types (including Unity proprietary formats...
Read more

Released
Folder hierarchy View
See your assets as if you were browsing a folder directory. It's easier to navigate and looks more familiar.
The Folder hie...
Read more

Released
My Asset Store assets in Asset Manager
Retrieve your assets bought from the Asset Store in Asset Manager and add them to the project you like.
While adding them, ...
Read more

Released
Option to include all script dependencies
Users can now include all dependencies if they need to by right clicking on the asset and selecting the option.
Read more

Released
Preview real resolution of images
Preview images at their right resolution when expanding your sidepanel. It’s automatic, just give it a try!
Read more

Released
Q1 2024 UX Improvements
In addition to all the features, we have improved a lot in terms of UX:
Asset selection improvements. We've made the select...
Read more

Released
Replace file function
A simple function to replace a file within a dataset, keeping all logic and dependencies associated with it.
Read more

Released
Search improvements
The search returns all results which contain in the name or the tags the characters you're searching for.
Read more

Released
Sidepanel upgrades
Sidepanel is getting a lift to get you more productive:
You can expand / collapse the sidepanel to preserve a bigger view o...
Read more

Released
Smart views
Create and share Smart views with your peers to get a focused views of your assets.
Smart views keep in memory:
All filter...
Read more

Released
Support wider range of image previews
We're boosting our core to support a wider range of image formats to preview on Asset Manager.
Among the full list of new f...
Read more

Released
Upload a Pixyz Studio scene to the Asset Manager
From Pixyz Studio interface, you can upload any scene to the Unity Asset Manager to share, manage, transform and stream it. ...
Read more

Released
Upload assets from Editor to Asset Manager
Quickly create and upload assets from the Unity Editor to Asset Manager while preserving all the integrity of the data.
Read more

Released
View large assets
Large CAD assets can be viewable in detail in the Asset Manager, directly in the web browser, using our 3D Data Streaming ca...
Read more
March 2024
May 2024
November 2024
October 2024
November 2023

Released
3D viewer
Ability to view 3D assets in a 3D viewer that gives me the ability to accurately pre-validate the response to light and topo...
Read more

Released
Bulk actions bar
New bar to handle your bulk actions.
Read more

Released
Connected App - Cloud Annotations
Creating synchronous collaboration sessions around your 3D data is time consuming, requires setting up and maintaining serve...
Read more

Released
Connected App - Cloud Deep Linking
Unity Cloud Deep Linking SDK makes it easy to create links to just the right view directly inside your asset viewer. The Dee...
Read more

Released
Connected App - Cloud Identity SDK
The Unity Cloud Identity package and services allow developers to control access to their Assets using existing IAM solution...
Read more

Released
Connected App - Cloud Mesh Streaming
The Unity Cloud Data Streaming displays assets by dynamically downloading only the parts which are relevant to the camera’s ...
Read more

Released
Connected App - Cloud Presence
The Unity Cloud Presence provides the packages and services that become the “easy button” for deploying real-time audio and ...
Read more

Released
Cross project search
a new All Assets view has been added where users can search any assets they have access to across their whole Organisation:
...
Read more

Released
glTFast Package
GLTF is often called the JPEG of 3D, and is a pivotal format for cloud applications.
Unity glTFast package is the solution ...
Read more

Released
Metadata's types
Assets have rich metadata to help organize and search your content.
Define your own asset metadata convention, using our 8 ...
Read more

Released
Multiple assets upload
Ability to add multiple assets from several files from my local disk at once, in order to save time when uploading multiple ...
Read more

Released
Nested collections
Ability to nest collections within each other, resulting in multiple layers of collections
Read more

Released
New asset side panel
The Unity Asset manager allows users to browse, view and edit assets directly in the web browser.
This new iteration of Ass...
Read more

Released
Notifications
Implementation of notifications on the Asset Manager for Project Owners:
When an asset is created
When an asset is linked
...
Read more

Released
Previews generation from 3D
You can set as a preview any 3D files. Unity Asset Manager will generate thumbnails as well as enable 3D viewer of your file...
Read more

Released
Video viewer
Video assets are playable directly in the Asset Manager
Read more
Other

Planned
Private Cloud - AWS
As a client, I want to keep control of all my data and require the Unity Cloud Platform to be fully hosted on my own Private...
Read more

Planned
Private Cloud - Azure
As a client, I want to keep control of all my data and require the Unity Cloud Platform to be fully hosted on my own Private...
Read more
September 2024

Muse
Behavior

Planned
Improved Large Language Models Features
Why?:
The evolution of LLM features within Muse Behavior is driven by our dedication to providing cutting-edge AI functional...
Read more

Planned
Muse Behavior API
Why?:
The decision to open up Muse Behavior via an API stems from our commitment to enhancing the adaptability and integrati...
Read more

Planned
Visual Scripting Nodes
Why?:
The introduction of Visual Scripting nodes to Muse Behavior is a natural progression, considering the popularity and u...
Read more
Texture

Released
Model Improvement
What? Release improved Muse Texture model "Photo-Real-Unity-Texture-2". This includes:
Prompt accuracy
Higher quality on t...
Read more

Released
More pattern control images
What? More pattern control images to guide your texture generation.
Why? We learned that our users find pattern control ima...
Read more

Released
Shape and reference image usage at the same time
What? Previously, the shape and reference image features could not be used at the same time. We are now updating this so tha...
Read more

Planned
3D Texturing
What? High-resolution PBR texture generation from a prompt, input geometry, or reference images. Autotexture full 3D assets ...
Read more

Planned
Asset management at scale
What? Improved export functionality and asset management with features such as:
Dragging and dropping saved assets
Renamin...
Read more

Planned
More post-generation control
What? Adjust maps post-generation with smart filters so that it is repeatable while never leaving the Unity Editor.
Why? A ...
Read more

Planned
More pre-generation control
What? Combine textures to reduce repetitions, control color and shape in generation, convert reference images to canny image...
Read more

Planned
Stylization of textures
What? Similar to Muse Sprite, Muse Texture will have the style trainer.
Why? We learned that our users want to stylize thei...
Read more
Sprite & 2D

Released
Updated style trainer
What? Updated user experience with style trainer.
Why? Generative AI is a new technology and the style trainer is as well. ...
Read more

Planned
Sprite Generation & Refinement integrated in the Sprite Editor Window
What?
Use Generative AI directly in the Sprite Editor Window to generate and refine Sprites in your project and scene.
Why...
Read more
Animate

Planned
Nodal User Interface
Why?
Implementing a Node-Based User Interface stems from a desire to provide users with greater flexibility and control over...
Read more

Planned
Seamless Unity Integration
Why:
The integration into the Unity ecosystem allows users to take advantage of familiar Unity features and workflows, optim...
Read more

Planned
Styling Animations
Why?
The decision to implement the Styling Animation feature is rooted in our commitment to providing users with versatile a...
Read more

Planned
Video to Motion
Why?
The introduction of video-to-motion addresses the need for a more versatile and efficient animation creation process.
B...
Read more

Under Consideration
Sketch to pose
Why?
The motivation behind introducing Sketch to Pose stems from the need to empower users with a more intuitive and creativ...
Read more
Chat

Planned
Conversational approach and interaction
What? Being able to get follow-up questions from Muse Chat, to provide more detail if needed and get even more specialised a...
Read more

Planned
General ideas for Chat being interconnected with the editor
We are connecting Chat to different parts of the editor to unblock you and enable troubleshooting when using Unity.
What? I...
Read more

Planned
In-editor Context selection
We have heard you loud and clear that the next important step for Chat, is to make it available in the editor and that it wo...
Read more

Planned
Interact with conversation when streaming
What? Enabling the ability to stop streaming and edit prompts in your conversation.
Why? To minimize the time waiting for a...
Read more

Under Consideration
Code generation and support
What? Generate code that is specialized for Unity use cases and tailored to your project.
Why? Whether it's available in Mu...
Read more

Under Consideration
Gamemode debugging
What? Allowing you to debug when in GameMode (note that this does not refer to runtime)
Why? We know that issues might occu...
Read more

Under Consideration
Memory Profiler connection with Chat
What? Explain, simplify, and clarify concepts that occur in the memory profiler to help get you and your use case unblocked....
Read more

Under Consideration
Multimodal debugging
What? Using more means of input than natural language and selection, for example - allowing to parse a scene view as an imag...
Read more

Under Consideration
Muse Chat acting as an Agent
What? We have a clear vision of wanting to allow users to ask Muse to perform actions on behalf of the user, this can range ...
Read more

Under Consideration
On-device (local) inference of Chat
What? Enabling a basic model of Muse Chat to run locally on your device.
Why? To not send questions to the cloud for variou...
Read more
Sentis
Sentis

Released
Hugging Face filter
What? Hugging Face is the largest hub for finding AI models in the world. The Unity Sentis “library” filter makes it simple ...
Read more

Released
Non-max suppression performance
What? Non-max suppression (NMS) is a post-processing calculation useful for objection detection, as seen in models such as Y...
Read more

Released
ONNX compliance
What? We continually add support for new operators, data types, and opsets (a.k.a. “versions”) of the ONNX file standard. He...
Read more

Released
Project samples
What? This is our GitHub repo of project samples using real-world AI models that offer simple implementations to illustrate ...
Read more

Released
Quantization for memory savings
What? Quantization converts AI model weights (the numbers that take up most of the model size) from relatively large and hig...
Read more

Released
Scheduling speed
What? The scheduling time (i.e., the time it takes for a model to begin inference), was previously too complex and lengthy, ...
Read more

Planned
Cloud inference wrapper
What? This is an HTTP wrapper sample code for server API calls when it may not make sense to use Sentis local inference. Thi...
Read more

Planned
Neural chip integrations
What? These are integrations with neural inference chipsets or software-based neural acceleration. Example libraries include...
Read more

Planned
PyTorch direct export
What? ExecuTorch is a new PyTorch library that makes it easier to support Torch models locally. We will integrate with their...
Read more

Planned
Quantization for performance
What? Quantization converts AI model weights (the numbers that take up most of the model size) from relatively large and hig...
Read more

Planned
Replace Barracuda in ML-Agents
What? ML-Agents is our package for training reinforcement learning models. It currently depends on Barracuda, the predecesso...
Read more

Planned
Unity 6 inclusion
What? Sentis is currently only available as an add-on package in the Package Manager by searching for com.unity.sentis. As o...
Read more

Under Consideration
Automatic backend dispatching
What? Automatically pick and dispatch your model (or individual nodes) to the optimal compute type (i.e., backend), such as ...
Read more

Under Consideration
Automatic time slicing
What? The developer could provide the the desired frame rate given an AI model and game implementation, and then Sentis woul...
Read more

Under Consideration
Graph editor
What? This would enable the visualized graph to be edited or perhaps even built from scratch. This large undertaking would c...
Read more

Under Consideration
Graph viewer
What? Models can be hard to understand and discreetly tune without a clear visualization. Today, visualizing a model require...
Read more

Under Consideration
Model training
What? AI model training involves feeding curated data into the algorithm to help it refine its production of accurate output...
Read more
06
Unity DevOps
Products for streamlining real-time 3D workflows to create with agility and get to market on time, including Version Control and Build Automation
Quick links

Build Automation

Released
Build Location Preferences
Support for self-serving build job location preferences is now available. From the Dashboard, you can now choose where your ...
Read more

Released
Cache and Compression Redesign
We've introduced higher degrees of caching and compression functionality that will help improve build speeds and overall per...
Read more

Planned
Build Failure Categorization
We want to ensure our clients can accurately diagnose their failed builds. The goal is to expose and indicate which category...
Read more

Planned
PS5 Target Platform Support
Maintaining our promise to deliver users greater platform reach, we are planning to enable builders for all modern consoles,...
Read more

Planned
Artifact Retention Schemas
We understand that managing your growing number of build artifacts is cumbersome. You have no way to easily and systematical...
Read more

Planned
Build in the Cloud Directly from the Editor
Soon, users will be able to select, and kick-off cloud hosted builds leveraging Unity Build Automation directly from the Edi...
Read more

Planned
Boost Disks
Caching solution using Azure Premium SSD SAN disks that can be initialized, attached, used, de-attached, and used for a futu...
Read more

Planned
Fast Start Builds
Pre-Booted Pooled VM’s ready to accept your workload! This solves one our leading customer concerns; build queue times, and ...
Read more

Planned
Xbox Target Platform Support
We are continuously evolving our target platform support (Playstation, Xbox …) based on user priority and requirements. Curr...
Read more
Version Control

Released
3D previews in the web
Visualize 3D previews of assets in the new Plastic SCM web experience on the Unity Dashboard:
Preview the 3d models stored ...
Read more
![[UE Plugin] Support for shelves and changelists image](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2F038bb325d6150b2ed31ada8e249bdfad5a3a28aa-1662x564.png&w=3840&q=75)
Released
[UE Plugin] Support for shelves and changelists
Adding support in the Unreal Plugin for Shelves and more polish to the associated View Changelist UX. The official Plastic S...
Read more
![[UE Plugin] Support Unreal 5.1 image](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fc34c3bc9b3474b91f1d604dddcc3fe1a92143bcd-1793x1008.jpg&w=3840&q=75)
Released
[UE Plugin] Support Unreal 5.1
1.6.2 release for UE 4.27 and UE 5.0 with more bugfixes and polish for Changelists and upcoming UE 5.1 , download now.
This...
Read more
![[UE Plugin] Support Unreal 5.2 image](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fc34c3bc9b3474b91f1d604dddcc3fe1a92143bcd-1793x1008.jpg&w=3840&q=75)
Released
[UE Plugin] Support Unreal 5.2
1.8.0 release for UE 4.27, UE 5.0 and UE 5.1 with support for upcoming UE 5.2
Added support for Shelves in the View Changel...
Read more
![[Wwise Plugin] Support for Wwise 2022 image](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fdbea91ce1682d31f60f4b29408bff2d2f0f9c075-3584x2160.png&w=3840&q=75)
Released
[Wwise Plugin] Support for Wwise 2022
We are pleased to announce the first release of the Plastic SCM Plugin for Wwise compatible with version 2022.
This new plu...
Read more

Released
Auto-update
Stay up-to-date with new releases
Always stay up-to-date with the latest news and improvements brought to the client using ...
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Released
Cloud Mergebots
Mergebots make merging faster, more transparent, and more secure. They also remove repetitive and manual tasks that may slow...
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Released
Code Review improvements in Desktop app (GUI)
The desktop app received several improvements to its Code Review feature.
In order to have stronger and safer Code Reviews,...
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Released
Create and connect to repositories via Unity Hub
You can now enable Unity Version Control for your projects through the Unity Hub:
Create a new project and select the check...
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Released
Email notification for Code Review
Simple notification system via email, that notifies developers when they are assigned to a code review. Or when they have re...
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Released
File history improvements
View file history in a new improved layout
The new history view introduces a new layout with simplified navigation allowing...
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Released
Hide Branches in the desktop app
Available in version 11.0.16.9116 (Jan. 16, 2025), you can now hide branches in the desktop app. This is server-level featur...
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Released
Improved GUI shelving workflow
We brought some usability improvements to Shelves, quick action buttons, a new Shelve list, and new Shelve previews.
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Released
Increase mergebots' quantity to 10 per repository
Following user feedback, we are pleased to announce that we removed the limit of 1 mergebot in an Organization (increasing f...
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Released
New code review experience in the Unity Dashboard
Validate the work submitted by a team member with the intent to merge.
We had multiple requests from users to improve our c...
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Released
New web experience in the Unity Dashboard
Collaborate with your team from anywhere and any device through the new and improved Plastic Web experience in the Unity Das...
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Released
Prevent loss of work
This problem was solved by releasing the new Smart Locks.
We are exploring innovative ways to help teams prevent loss of wo...
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Released
Purging via CLI
We released a trimming tool for Plastic SCM Cloud Edition called "Purge" and managed via the CLI, so that you can manage you...
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Released
Quick branch switching
We released Quick branch switching on 2024-04-25, in version 11.0.16.8577 of the GUI.
It comes with 4 quality of life impro...
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Released
Simplified navigation between accounts and repositories
Seamlessly navigate between accounts and repositories
You can now quickly switch between accounts, organizations, repositor...
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Released
Smart Locks
Smart Locks simplifies the version control process, making it easier to collaborate on projects. Smart Locks lets you lock ...
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Released
Solve merge conflicts faster with Semantic merge
Now Semantic Merge is supported on all platforms. It can make multiple merge scenarios easy. Developers working in paralle...
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Released
Switch between light and dark themes
Switch between light and dark themes
Whether for accessibility reasons or a visual preference, you can now choose between '...
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Released
Tree view in 'Branches' tab
We plan a new way to display the way branches and child branches in the 'Branches' tab of the UVCS desktop application.
Thi...
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Released
Tree view in 'Pending Changes' tab
On top of the normal way of listing files (changed, added, deleted), we are planning to add another view that lists the file...
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Released
Unity Learn tutorials: Get started with Unity DevOps
Several new tutorials were published as part of a full "Get Started with Unity DevOps" course, to help you get started:
Wha...
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Released
Unreal Engine Marketplace (Code Plugin)
Unity Version Control was added to the Unreal Engine Marketplace, under the Code Plugin category. This allows projects devel...
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Released
View storage per repo
When browsing the Unity Cloud web dashboard, you can see the individual cloud storage of each of your repositories, inside t...
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Released
Visual Studio plugin
A new Visual Studio plugin was published on the VS market place
For Visual Studio 17.0 or higher, this UVCS extension enhan...
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Released
Wwise plugin update to SDK 2023
Upgrade the Wwise plugin, so that it is compatible with Audiokinetic's SDK 2023
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Planned
Unity Version Control Package improvements
More improvements are coming to the Unity Version Control package in 2025.
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Planned
Unreal Plugin Improvements
More improvements are coming to the Unity Version Control Unreal Plugin in 2025.
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Under Consideration
CLI JSON support
We are improving our CLI, refactoring many commands to support default JSON outputs so they can be used to build powerful cu...
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Under Consideration
Content review
Artists have a different set of needs than developers, while we have introduced a new Code Review workflow to improve the de...
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Under Consideration
Docker containers for images
Considering having an official Unity solution (Unity DevOps) supporting docker containers for images.
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Under Consideration
Education / Student free tier
We have received feedback from universities, computer science teachers and game development students, asking for more seats ...
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Under Consideration
Enable easy integrations with DCC tools
We are looking to bring some integrations to popular digital content creation tools.
Please let us know through this portal...
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Under Consideration
Multibranch support for Jenkins (Cloud)
Customers have reached out and asked for the UVCS Cloud support of Jenkins multibranch pipeline.
Setting it all up is doabl...
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Under Consideration
Public repositories
We are exploring ways of enabling public sharing of repositories.
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Under Consideration
Unreal Editor plugin (Mac support)
Add macOS support for the Unreal Editor plugin of Unity Version Control.
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Data Flow

Under Consideration
Backend Data Simulation
An easy to use control panel for simulating backend data with built-in record and palyback functionality.
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Under Consideration
Data Builder Tool
Tool for visually managing and creating backend interfaces. Shows at a glance what data is available and metadata like forma...
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Under Consideration
Data Source API
A standard way to create data sources, connecting to arbitrary backend services, that can be used in Unity.
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Under Consideration
Global Data Bindings
Bind data to properties without code. Includes tools for functional "programming" to do simple conversions and create respon...
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Under Consideration
Prefab Encapsulation
The ability to, without writing code, expose properties from prefabs that are then connected to properties of children of th...
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Under Consideration
Text File Plugin
Standard data source plugin that reads/writes from a text file on the developer machine's file system. (e.g. JSON)
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Platforms & Integration

Released
Android Automotive
Access to APIs Android Automotive APIs from Unity.
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Released
dbus integration
bindings for dbus on Embedded Linux
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Released
Embedded Linux Runtime
Runtime support for embedded Linux systems, including on ARM CPUs.
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Released
QNX 7.0/7.1 Runtime
Runtime support for Blackberry QNX
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Planned
QNX 8
Support for QNX 8
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Under Consideration
Android Lifecycle Events
Support for additional Android lifecycle events that are critical for embedded systems.
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Under Consideration
Android X86
Support for Android (+automotive) on X86 architecture.
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Under Consideration
Embedded Linux DRM/KMS Framebuffer Creation
Window initialization directly through DRM/KMS.
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Under Consideration
Flutter Integration
Use Unity as a Flutter widget to embed unity runtime into flutter based applications.
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Under Consideration
Geospatial Abstraction
A framework to integrate 3D geospatial data from different map providers in the same, standardized way.
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Under Consideration
GraphQL Integration
GraphQL integration that allows users to visually configure queries for populating their HMI.
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Under Consideration
IoT Entitlements for Mobile
Configure the required entitlements to communicate with IoT devices from your Unity app on iOS and Android.
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Under Consideration
MIDI Input
Support for standard MIDI input devices to easily create ad-hoc control panels for simulation purposes.
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Under Consideration
QNX PPS API
Package for accessing QNX Persistent Publish/Subscribe from Unity via C#
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Under Consideration
Simulink
Send and receive signals in and out of Simulink.
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Under Consideration
Use Multiple Different Audio Outputs Simultaneously
Play audio to multiple specified audio devices at the same time.
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Under Consideration
Video Decoding Framework
Package for sending/receiving compressed video on embedded platforms.
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Importers

Released
glTF Support
import glTF
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Under Consideration
2D Design Import Window
See the hierarchies of imported files from UI design tools with your Unity HMI project and decide what to import. Import 2D ...
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Under Consideration
Adobe XD importer
Import Designs from Adobe XD
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Under Consideration
Axure importer
Import Prototypes from Axure
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Under Consideration
Figma importer
We are not affiliated with Figma.
The goal is to import UI designs from Figma, including:
Layouts
Style properties
(nest...
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Under Consideration
Sketch Importer
Import Sketch files into UI Toolkit, including layouts, (nested) symbols and styles.
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Under Consideration
SVG Importer
Import Scalable Vector Graphics
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Graphics

Released
Rendering alpha "holes" into transparent framebuffer.
Rendering the Unity application transparently so some things can be shown behind it. Any area can be transparent. This can a...
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Under Consideration
2D or 3D objects as Masks
2D Elements as masks for 3D Elements and 3D elements as masks for 2D UI Elements.
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Under Consideration
Animated Vector Graphics Support
Support for live vector graphics that can be animated.
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Under Consideration
Animating Material Properties
Create instances of materials where properties can be animated.
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Under Consideration
Custom Morph Targets
Using two separate models as Morph Targets as long as their topography is identical. Availability of separate meshes in Shad...
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Under Consideration
Custom Render Order
The ability to set the render order for objects, ignoring the depth test.
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Under Consideration
Display Mask Culling
When working with non-rectangular displays, this feature allows the user to provide a display mask. The area outside of the ...
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Under Consideration
Extruded 3D Text
Dynamically generating meshes by extruding text.
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Under Consideration
GLSL Support
Support for writing shaders in GLSL (Vulkan and OpenGL targets)
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Under Consideration
Independent lighting for separate viewports on the same display.
The ability to render multiple viewports on the same display that have independent lighting settings. Can be set up without ...
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Under Consideration
Layer Caching
The ability to render all children of a layer/object into a texture to continuously display until there's a change to the ch...
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Under Consideration
Partial Rendering
The ability to render only a part of the screen when it updates by marking the changing area as "dirty".
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Under Consideration
Per-display refresh rates.
The ability to render to multiple displays at different refresh rates.
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Under Consideration
Precompiled Shaders
The ability to provide a shader compiler binary for an embedded OpenGL target and bundle precompiled shaders with the applic...
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Under Consideration
Progressive Rendering/Staggered Draw Calls
The ability to render a part of the scene at lower frame-rate, alternating between different sets of objects to draw each fr...
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Under Consideration
Support for Autostereoscopic 3D displays.
The ability to author and preview content for autostereoscopic 3D displays for embedded systems right from the editor.
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Under Consideration
Support for Layered 3D Displays
Edit separate 3D overlays to make UIs using Layered 3D displays.
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Under Consideration
Two-channel textures
2-channel textures are used in HMI for greyscale + alpha icons and more. It saves ½ memory compared to RGBA and ⅓ compared t...
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Editor

Under Consideration
3D & VR Product Preview
Preview and test your embedded system in 3D and interact with virtual buttons and touch displays, whether in the Editor or V...
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Under Consideration
Additive Display Preview
Preview the look of additive displays like HUDs against a background.
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Under Consideration
Asset bundles in project view
Create templates for assets to be bundled together. Bundled assets will show as a single asset in the project view, but the ...
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Under Consideration
Better Project Filters
The ability to filter the library by asset types or search parameters while leaving the folder structure intact.
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Under Consideration
Build content manager
An overview of the content that is exported into the build and breakdown by size.
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Under Consideration
Cross-Project References
Create References to assets from other projects without having to create duplicates.
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Under Consideration
Custom Color Management and Preview
Import ICC profiles for simulating color spaces and gamma curve of embedded target monitors given the color space of a refer...
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Under Consideration
Custom Display Bezel Preview
Use an image of the display mask of a non-rectangular display to preview how it'll look with a bezel.
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Under Consideration
Easy Project Sharing
The ability to share a Unity project like a file without having to strip caches and temp files.
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Under Consideration
Exporter for Safety Critical Content
Create safety critical content in the Editor as part of the HMI creation process and then export in a format that can be ing...
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Under Consideration
Full-screen preview in Editor
The ability to use a secondary display as a full-screen game view with no borders.
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Under Consideration
Function Button in Inspector
The ability to add a button to an inspector to call a function in a custom script.
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Under Consideration
Global Styles
Create and modify styles right from the inspector. Globally manage styles across 3D and 2D. Revert objects to the style. Fin...
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Under Consideration
Icon Manager
A tool for managing custom symbols/icons throughout the project where the same icon ID can have multiple reprensentations/st...
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Under Consideration
Live Remote Editing
The ability to edit a scene on a running live target using a remote editor.
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Under Consideration
Multi-Scene Editing
Editing multiple scenes or prefabs in separate windows.
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Under Consideration
New Idea (Embedded Systems)
Submit a new Idea related to HMI and embedded systems.
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Under Consideration
Pixel Tweaks with Arrow Keys
Moving 2D UI Elements on the screen by using the arrow keys.
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Under Consideration
Pixel-Perfect Camera Creation
Easily create a camera that looks at a 2D plane where one unit corresponds to one pixel while the background and foreground ...
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Under Consideration
Preview in Hierarchy
A small preview of objects in the hierarchy.
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Under Consideration
Private Package Cloud
Create custom packages that contain any Unity asset and make them available throughout your organization.
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Under Consideration
Quick Deployment to Embedded Systems
Deploy to an attached development target right from the editor. Target can be configured by providing command line instructi...
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Under Consideration
Quicker assignment of references to self
Quickly assign references to the object itself in the inspector. Works via multi-select (then each of the selected objects w...
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Under Consideration
Remove Unused Assets from Project
A way to remove unused assets from project to clean it up.
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Under Consideration
Replacing Prefabs in Slots
The ability to load additional content that functionally replaces existing content. This is different from the existing abil...
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Under Consideration
Scene Merging
Compare the contents of two scenes and merge them using a visual tool.
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Under Consideration
Screen/Page Transitions
A code-free way to set up transitions between "pages" or "screens" in the application.
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Under Consideration
System Architecture Editor
Visually configure your embedded system architecture to adapt the Editor to the unique characteristics like displays, SoCs, ...
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Under Consideration
Trackpad Navigation
Navigate with a 2-finger gesture in graph editors and other 2-axis scrollable views. Multi-touch zoom. Drag contents while s...
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Under Consideration
Universal Animations
Create universal animation timelines that affect both 2D and 3D objects.
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Under Consideration
Universal Hierarchy
Hierarchy that combines UI Toolkit elements and GameObjects and works consistently.
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Under Consideration
Variant Management
Managing variants for:
Switching during runtime
Loading different assets on startup
Making different assets part of the b...
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Under Consideration
Virtual Display Post Processing
Applying a post-processing effect to the image that's only visible in the Editor/Preview, to simulate the behavior of the ta...
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Runtime

Released
Multi-Touch on Multiple Displays
An API to get multiple touches from multiple displays simultaneously.
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Under Consideration
Direct, Channel-Specific Audio
Play audio directly at a specified channel, without placing an audio source relative to an audio listener.
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Under Consideration
Hardware video decoding on Embedded Linux
Hardware video decoding for vp8 content on Embedded Linux (if supported by hardware).
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Under Consideration
Multi-Display UITK UIs
Creating User interfaces on multiple displays that are driven by the same runtime and that may have different display resolu...
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Under Consideration
Runtime Data Synchronization
Synchronize properties between independent Unity runtimes via network.
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Templates

Released
Automotive HMI Editor Template
A template that demonstrates an interactive, multi-screen HMI built in Unity.
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Under Consideration
Android Launcher Template
A template demonstrating how to build an Android launcher with Unity.
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Under Consideration
Embedded Unity Runtime Template (Android)
A project template that shows how to integrate a Unity runtime view in an Android App.
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Under Consideration
Embedded Unity Runtime Template (iOS)
A project template that shows how to integrate a Unity runtime view in a SwiftUI iOS App.
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Under Consideration
Software Keyboard
A pre-built software keyboard to get started with text input on embedded systems that don't have a default software keyboard...
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Under Consideration
Standard UI Controls Library
A library of common UI elements to be used in runtime applications.
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Under Consideration
Template for integrating Android App in Unity
A template that shows how to capture Android apps and display them on a texture within Unity, routing the touch input back t...
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Under Consideration
UI Toolkit Automotive Reference Design
A reference project for building embedded HMI with the HMI Editor involving UIToolkit.
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UI

Under Consideration
3D Layouts
The ability to create layouts in 3D using the same UX as when creating 2D layouts. Mix and match 2D and 3D objects in layout...
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Under Consideration
Automatic "Native Size" for dragged images.
Automatically display an image pixel-perfectly after dragging it into a canvas.
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Under Consideration
Custom Text Layouts
Text layouts based on custom shapes that aren't rectangular.
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Under Consideration
Customizable Ellipsis/Truncation Character
Select a custom truncation character other than "…"
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Under Consideration
Layout Templates
Create templates for layouts that can be re-used across the project. UI Objects can be placed in the "slots" of the template...
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Under Consideration
Pin 2D Elements to 3D elements
Without writing code, pin 2D elements to the screen position of 3D transforms.
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Under Consideration
Spline Layout
Create layouts where objects align along a spline/trajectory.
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