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Unity PlatformThe world’s most popular real-time development platform for creating 2D and 3D games and experiences, including multiple features with their own roadmaps
2D 3D Characters & Animation Animation Planned Advancing DOTSDOTS is Unity’s new high-performance, multithreaded Data-Oriented Technology Stack. Our goals for the next 10+ years of anim...
Planned Animation GraphsMany believe that controlling animation setups are best done through a graph. It does not require coding and is easily trans...
Planned Animation ImportingClips are read only on import, in order to support a smoother update workflow, but this also poses challenges. What is the ...
Planned GameObject<>DOTSWhile DOTS and Entities offer a very powerful set of workflows to build games, we believe that there should be a way to acco...
Planned Markup ToolsWe have a number of ways we can approach adding and controlling animation markup in the Unity Editor. Are there some urgent ...
Planned New State MachineHow important is delivering new features to the State Machine? Would you like the ability to add layers within layers insid...
Planned Please ReadWe are making steady progress on a number of animation fronts, from the new DOTS architecture, to working prototypes as well...
Planned Preview ModeWithout pressing play, what are the most pressing needs of a 3D previewer?
Planned Quality of LifeWe are continually working on doing our best to fix existing animation issues, and back porting ( whenever possible) many bu...
Planned Retargeting RemappingWhile Humanoid fills the frequent need to retarget animation, it is limited to the Humanoid structure. Is it more important...
Planned Sockets and AttachmentsDo you like to control how your sockets are setup? Maybe where you author your rig and animation is where you are comfortabl...
Planned Visual DebuggingDebugging code is vital, but how vital is a visual debugger? If you could see the flow, and transitions in a State Machine o...
Under Consideration AI NavigationIf we could simplify the “intelligence” given to characters, as well as to things like path finding, would this investment c...
Under Consideration Alembic for CharactersAlembic can address a number of character workflows, including hair and cloth. We would love to hear from you which might be...
Under Consideration Animation WindowAnimation Authoring and key framing are a big deal, especially for 2D workflows. But for 3D, are there some specific areas w...
Under Consideration Character ControllersWe have a few Unity made character controllers available, should we ship them as is, or do you prefer to choose/build your o...
Under Consideration CrowdsSometimes more is indeed better. With hardware getting faster, how many of you see adding 100s of characters as critical to ...
Under Consideration Facial AnimationShould we have a simple way for you to do, say just basic facial animation with easy lip-syncing? Or a more comprehensive sy...
Under Consideration Motion MatchingKinematica introduced motion matching capabilities, but it was never a truly focused solution. We could look at bringing it...
Under Consideration Simple AnimationThe Legacy Animation system offers some specific performance workflows, but also the ability to have animation without using...
Under Consideration TimelineTimeline offers so many possibilities, it is hard to know where to start. Please tell us your goals. Better cut scene editi...
Under Consideration UI AnimationWhile not traditionally associated with 3D animation, it is not something we want to overlook.
AR/VR 3D World Building Audio/Video Media Framework Released Advanced Encoding OptionsThe UnityEditor.Media.MediaEncoder class now supports more fine-grained control over the video encoding. It is now possible ...
Planned Audio: Hardware Abstraction Layer (HAL)Improving the current audio device management: Multiple audio input/outputs Any number of output speaker configuration Co...
Planned Configurable Clock SourceDuring playback, the VideoPlayer currently follows the system clock. While adequate for many situations, this does not alway...
Under Consideration Enhanced Webcam SupportThe media framework will allow for network and file sources, for playback, and “sinks”, for recording/broadcasting. Generic ...
Under Consideration Extensible Codec FrameworkWith the media framework making it possible for users to extend codec and file format support, we could add some of the more...
Under Consideration Live StreamingConsuming audio and/or video streams using formats such as HLS or DASH is useful in many scenarios such as live events or ad...
Under Consideration Localization & SubtitlesAn aspect of media workflows that opens lots of possibilities for a more diverse audience is language, both written and hear...
Under Consideration Runtime DecodingThe Unity media framework exposes all the building blocks needed to make various workflows such as low-level decoding, encod...
Under Consideration Runtime EncodingSo far, encoding for audio video has been reserved to editor workflows only, such as with the Unity Recorder. The encoding t...
Editor Customizability & Extensibility Gameplay Timeline Released Action customizabilityAdding support for custom actions to Timeline. This lets you create your own shortcuts that affect clips, tracks, or the who...
Released SamplesWe have added two samples to the Timeline package: Gameplay Sequence and Customization. The Gameplay Sequence details how to...
Planned Cinematic workflows - on-frame previewBeing able to preview only the frames that will end up in the final cinematic is an important tool for cinematic workflows, ...
Planned Performance - UI Toolkit refactorWe are replacing the IMGUI core of Timeline with UI Toolkit. This foundational work will improve the general performance of ...
Under Consideration Better Authoring for Timelines with dynamic contentMake it easy to author and connect Timelines where the object may not exist in the scene and must be provided dynamically.
Under Consideration Built-in caching supportAdd built-in support for the caching and baking of simulated content, like physics, particles, etc..
Under Consideration Embedded Animation Clip EditionLeveraging UI Toolkit, we could embed Animation Clip editing in the Timeline Window, keeping your work in context.
Under Consideration Embedded DopesheetLeveraging UI Toolkit, we could embed dopesheet Animation Clip edition in Timeline
Under Consideration High level visual scripting timeline nodesImplement a high-level Visual Scripting node to interact with Timelines in your scene.
Under Consideration Improve transform offsets workflowsMake it easy to edit transform offsets of Animation Tracks and Clips by using manipulators in the scene
Under Consideration Search integrationFind content instantly, even in feature-film-size Timelines by leveraging the power of Unity’s Searcher API
Under Consideration Timeline FrameworkExpose the Timeline workflows as a separate tool that you can repurpose with your own data and playback engine.
Visual scripting Released Generic State MachineAlong with the new visual scripting workflow in 2021, Gameplay designers now have a generic state machine available to build...
Released Visual scripting as package in Unity 2021Visual scripting is available as a regular package in Unity 2021, visible in the Package Manager, and available by default w...
Released Visual scripting for Unity 2019 LTS & 2020 LTS with BoltUnity has acquired Bolt in 2020 and it has been made available to all Unity users. This helps productions based on current L...
Planned Behavior nodes for designers or artistsMaking visual scripting even more accessible by providing nodes that are simpler to use. Behavior nodes are rich nodes desig...
Planned High performance interpreterWe are preparing an interpreted runtime that would significantly improve graph execution performance, cut down on memory all...
Planned Simpler API nodes discoveryWhen importing packages, it is not always clear to visual scripting users how to get access to those new API nodes. We are w...
Planned Stability and bug fixesQuality push in stability and usability
Under Consideration Code generation from graph for learning, debug, or collaborationWe are evaluating the role of code generation out of visual scripts. This has been requested for programming learning purpos...
Under Consideration Convergence of UX of various graph tools across UnityWe are preparing the convergence with Graph Tools Foundation, an independent UX layer that we will leverage to align most of...
Under Consideration Enabling better data flow between graph toolsOur current migration to a common UX and data model for graph tools across the Unity editor, creates an opportunity to addre...
Under Consideration Improve event supportEvent support will be improved, including solutions for callbacks and events data payloads, making it easier to design event...
Under Consideration Improving searchWe are aiming at improving the search capabilities to make it "context-aware", and find a synergy with the global Search fea...
Under Consideration Introduce DOTS scalability power to visual scriptingOur new runtime interpreter in development brings us closer to DOTS compatible runtime. Coupled with high level nodes and ge...
Under Consideration Performance of graph editingWhen visual scripts are getting large with a lot of nodes, the general performance and responsiveness of the editor can be i...
Under Consideration Replace serialization stackThe current serialization mechanism in visual scripting depends on a third party technology not supported anymore. We are lo...
Under Consideration Support DLC GraphsProvide the UX and controls to update an application graphs by simply updating the runtime without having to rebuild it. Th...
Under Consideration Variable managementWe aim at enhancing variable management in visual scripting to enable complex use cases and increase productivity. Visual s...
Under Consideration Visual scripting graph authoring APIAllow developers to create and alter graphs procedurally via scripts. This would allow to product graphs automatically based...
ECS for Unity DOTS Released Best Leverage Hardware ResourcesGame code based on an ECS architecture pattern can avoid the drawbacks of object-oriented programming with GameObjects. Deve...
Released Compatibility with GameObjectsECS for Unity preserves the standard Unity authoring workflow of creating, previewing, inspecting, and debugging gameplay in...
Released ECS for UnityECS for Unity is a coordinated release of Entities 1.0 and other ECS-based packages that are: Compatible with 2022 LTS and ...
Released Fast and Reliable NetcodeCreating FPS titles that can handle massive scenes, large-scale simulations, and support hundreds of players concurrently re...
Released Flexible Game ArchitectureECS for Unity provides usability features that make data-oriented gameplay code as accessible as MonoBehaviours, while ensur...
Released Large-scale Physics SimulationsSimulation code based on an ECS architecture pattern can scale to an unprecedented amount of entities, and ensure determinis...
Released Samples, Onboarding & LearningECS for Unity provides a stable foundation on which to provide a suite of user onboarding and learning resources to help use...
Released Spikeless Streaming and Large-scale RenderingECS for Unity provides various systems to support spikeless streaming and large-scale rendering: Scene streaming: The relea...
Released Streamlined ECS WorkflowsECS for Unity includes many new windows and workflows aimed at making the authoring experience easier for creators when work...
Planned Consolidation of ECS Architecture and ToolingConsolidation of ECS architecture and tooling so that users can easily leverage DOTS throughout the development of game arch...
Planned Debugging ToolsImproved debug and profiling tools help creators assess the health of their games and improve their projects more quickly an...
Planned ECS Character ControllerThe ECS Character Controller package provides mechanisms for creating character controllers with Unity's Entity Component Sy...
Planned ECS for AllWe're bringing GameObjects and Entities closer together to make ECS power available to you in the context of the editor, and...
Planned ECS Vehicle ControllerA robust vehicle controller that will enable creators to easily build low-to-medium realism vehicles in games built with ECS...
Planned ECS-based AnimationLeveraging the performance and scale of ECS, a highly performant, customizable 3D animation system that evolves Unity's anim...
Planned General Improvements to Unity PhysicsWe're working on improvements to the user experience of Unity Physics, including: A new Collider.BakeTransform function tha...
Planned Parallel Scheduling and Configuration ImprovementsIn the current version of DOTS, all systems run on the main thread and rely on those systems to schedule jobs to enable para...
Planned Physics Incremental BroadphaseWith this update, you'll be able to change the physics broadphase to operate incrementally using the PhysicsStepAuthoring co...
Planned Unified Physics Authoring WorkflowWe’re developing a unified authoring workflow that will allow you to select your preferred physics backend via the Project S...
Under Consideration Burst DeterminismCross-architecture determinism support with the Burst Compiler solves a critical requirement for many multiplayer genres. De...
Under Consideration ECS-based AudioIn the past Unite demonstrations, we have showcased early work on ECS-based audio systems. This development has been paused....
Under Consideration ECS-based Mesh DeformationsMesh deformations is the mesh processing system used for skinning and blending shapes within ECS-based project. This enables...
Under Consideration ECS-based NavigationIn the past Unite demonstrations, we have showcased early work on ECS-based navigation systems. This development has been pa...
Under Consideration ECS-based Visual ScriptingIn the past, we have shared early work on ECS-based visual scripting solutions. This development has been paused. We will ne...
Under Consideration Entities Graphics Performance ImprovementsAnother initiative we are looking at is the support of DOTS deformation that provides a mesh deformation pipeline that is pe...
Under Consideration Improvements to ECS Content ManagementWith Entities 1.0, users have access to a suite of content manager and delivery systems. Beyond APIs, having an accessible a...
Multiplayer Engineering Performance Navigation & Game AI User Interface Accessibility & Localization UI Systems Released Background image repeatControl how background images should repeat along vertical and horizontal axes.
Released Calculate opacity at the root elementUpdate the opacity calculation method of the root element to align with the CSS standard.
Released QuizU - A UI toolkit sampleQuizU is an official Unity sample demonstrating various design patterns and project architecture including MVP, state patter...
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 ...
Released UI Toolkit for making editor extensionsFormerly known as UI Elements, UI Toolkit is a new asset-based, retained-mode GUI framework. It released in Unity 2019, for ...
Released UI Toolkit Sample – Dragon CrashersOfficial sample project showcasing Unity’s UI Toolkit for runtime games and UI Builder workflows with examples of typical ga...
Released UI Toolkit Tree ViewA UI Toolkit version of the Tree View control is available to use, with support for multi-columns.
Released Vector Drawing APIDraw custom shapes programmatically using a simplified API built on top of the existing Mesh API.
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...
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...
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...
Planned Additional UI style propertiesAdd visual enhancements to UI elements without relying on textures or custom shaders, such as: Gradients Drop shadows Glo...
Planned Addressable Asset System supportUI Toolkit assets can be packaged as an addressable asset, and can contain addressable references, which is currently not th...
Planned Advanced UI AnimationImplement motion design in UI using keyframe animation and sequencing.
Planned Anchor UI elements to scene objectsAttach UI elements to Scene objects so they automatically follow them, commonly used for displayer health bars over characte...
Planned Display UI in world spaceUse UI Toolkit to create user interfaces positioned in the 3D world among other scene objects.
Planned High runtime performanceSystems improvements, profiling tools and documentation for achieving high performance with UI.
Planned Improve UI initialization performanceBuild large and complexe user interfaces without worrying about performance issues during initalization.
Planned Repeatable sections of 9-sliced imagesSupport having sections of a 9-sliced image to either stretch or tile, depending on which section, like the Unity 9-slice Sp...
Planned Vector Graphics supportUse SVG assets for displaying icons or 2D artwork when making lightweight user interfaces that scales gracefully across diff...
Under Consideration Blend ModesSpecify how UI elements should blend between each other by setting different blend modes such as Multiply, Overlay and other...
Under Consideration Code-only runtime setupAvoid the requirement of manually setting up a Unity Scene for quickly displaying UI in the Player.
Under Consideration Custom UI ShadingEasily add rendering effects to UI by creating custom shaders using the Shader Graph tool.
Under Consideration Depth orderingFor a given UI element, specify a different stack order from its position in the hierarchy, similarly to the z-index CSS pro...
Under Consideration Display Objects & Particles in UIAdd 3D and 2D objects or Particle systems to user interfaces that will respond to layout changes, like any regular UI elemen...
Under Consideration Grid LayoutPosition UI elements with a grid-based system, using rows and columns, to quickly achieve complex and adaptive layouts.
Under Consideration Play sounds on UI eventsQuickly assign a sound to be played on a given UI event.
Under Consideration Support for multiplayer UIEnable having multiple local players share a single screen with different controllers.
Under Consideration UI MaskingUse rectangle or arbirtrary shapes to mask areas of the UI. Masks can be generated from images, vector graphics or programma...
Platforms Pipeline & Integrations Rendering & Visual Effects Foundation and Shaders Released Batched Compute SkinningBackground: Unity’s Skinned Mesh Renderer component utilize compute dispatches for parallelizing vertex transformations on ...
Released Cross Platform HDR OutputSummary High Dynamic Range (HDR) displays are now becoming widely available, and are capable of reproducing images with hig...
Released DX12 Graphics Jobs Editor SupportSummary Modern graphics APIs such as DX12 provide improved CPU utilization via multi-threaded recording and submission of c...
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 ...
Released PSO Tracing and PrecookingSummary Runtime Pipeline State Object (PSO) creation and shader compilation is a lengthy process, which can lead to noticea...
Released Ray Traced InstancingInstancing support for the Raytracing API is now available, allowing to efficiently add large amounts of mesh instances to t...
Released Ray Tracing Production ReadinessSummary Unity's Raytracing API was introduced in Unity 2019.3, and is utilized in the High Definition Render Pipeline's for...
Released Raytracing Acceleration Structure Build FlagsSummary It is now possible to set the Ray Tracing Acceleration Structure Build mode using the following flags: These flags...
Released Raytracing Memory Usage ReductionThe introduction of a custom GPU memory allocator for small BLASes serves to further reduce the memory footprint of the Ray ...
Released RTAS Build Commands in Async ComputeSummary The following commands are used in order to build the Ray Tracing Acceleration Structure on the GPU, after adding a...
Released RTAS Memory Usage in Frame DebuggerAs of Unity 2023.3, you can track the Acceleration Structure’s GPU memory usage in the Frame Debugger, when inspecting Ray T...
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 ...
Released Solid Angle Culling for Ray TracingAngle-based culling provides a fast and efficient way to remove small and distance instances from the Acceleration Structure...
Released Split Graphics Jobs (DX12)Summary Modern graphics APs such as DirectX12, Vulkan and Metal allow for better CPU utilization via multi-threaded recordi...
Released Split Graphics Jobs (Vulkan)Summary Modern graphics APs such as DirectX12, Vulkan and Metal allow for better CPU utilization via multi-threaded recordi...
Released SRP Batcher compatibility for WebGPUThe SRP Batcher is supported when targeting the WebGPU graphics API: This optimizes the render pipeline's batching of draw ...
Released SRP Volume System OptimizationsSummary We will further optimize The Scriptable Render Pipeline (SRP) Volume system for better memory efficiency and CPU pe...
Released URP Foveated Rendering (OpenXR Support)Foveated Rendering is supported by the Universal Render Pipeline, and can be enabled when targeting compatible OpenXR platfo...
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...
Released VFX Graph compatibility for WebGPUVFX Graph is supported when targeting the WebGPU graphics API:
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...
Planned HDRP Foveated RenderingSummary: Foveated Rendering support is being introduced, in order to improve the GPU performance of stereo-rendering for su...
Planned Improved Shader Variants ManagementSummary Shader variant compilation is a form of static branching which provides authoring and runtime control of conditiona...
Planned Light Probes compatibility for WebGPULight Probes are supported when targeting the WebGPU graphics API:
Planned Maximum Level of Details (LOD) Level Per GroupSummary Maximum LOD level is a feature that lets you define a Maximum LOD Level for a given LOD group. LOD Groups are used ...
Planned MeshLODMeshLOD is a new lightweight LOD system that can be used on its own or in combination with LODGroups. The goal is to have a ...
Planned Scriptable Render Pipeline API ImprovementsSummary We will improve the underlying Scriptable Render Pipeline(SRP) API to enable you to achieve the same use cases you ...
Planned Split Graphics Jobs (Metal)Summary Modern graphics APs such as DirectX12, Vulkan and Metal allow for better CPU utilization via multi-threaded recordi...
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...
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...
Under Consideration 3D ImpostersSummary 3D Imposter is part of the Hierarchical Level Of Details Generation feature. It allows you to dynamically create si...
Under Consideration Ability To Use Vertex Channel Compression Alongside Mesh CompressionSummary This feature enables vertex channel compression to be used alongside Mesh compression option in Unity projects. Us...
Under Consideration Automated LOD GenerationSummary Automated Level of Detail (LOD) Generation is a feature that will help you improve your workflow to create and defi...
Under Consideration DXC Shader Compilation and Shader Model 6 SupportThe experimental DXC shader compiler backend has been available since 2021.2, albeit with various limitations, most noticeab...
Under Consideration Dynamic Resolution compatibility for WebGPUDynamic Resolution supported when targeting the WebGPU graphics API:
Under Consideration HDRP Raytracing Effects on MetalThe Raytracing API is currently supported when targeting Windows/DirectX12, Xbox Series and PS5 - in order to enable a range...
Under Consideration Hierarchical Level Of Details GenerationSummary Hierarchical Level Of Details Generation (HLOD) is a feature that allows you to combine existing static meshes and ...
Under Consideration Material Property Block SRP Batcher CompatibilityCurrently, Material Property Blocks break the SRP Batcher. This would either make MPB work nicely with SRP Batcher, or deli...
Under Consideration Mesh Shader SupportSummary Mesh Shaders enable efficient processing of highly complex geometry (such as finely detailed models) as well as pro...
Under Consideration Native Array Overloads for Shader Uniform SettersDescription: Shader uniform/constant inputs can be set on a per-frame basis, using the Shader and Material APIs. Introduce...
Under Consideration Post Deformation Normal RecalculationSummary This feature adds the option for recalculation of normals after the deformation of a SkinnedMeshRenderer at runtime...
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...
Under Consideration Streaming Virtual Texturing(SVT) Lightmap SupportSummary Streaming Virtual Texturing (SVT) will support baked lightmap textures. Intended Outcome/Use Case Depending on th...
Under Consideration Variable Rate ShadingSummary Variable rate shading allows to vary the fragment/pixel shading rate on a per-draw call, primitive or pixel basis. ...
Under Consideration Vulkan Fragment Shading Rate SupportSummary Fragment shading rate allows to vary the fragment/pixel shading rate on a per-draw call, primitive or pixel basis. ...
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 ...
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 ...
High Definition Pipeline Released Adaptive Probe Volumes (APV) out of experimentalWith the 2023.1 release, the core functionality and user experience of Adaptive Probe Volumes in HDRP are improved and offic...
Released Adaptive Probe Volumes (APV): Stream Lighting Data from DiskSummary Light probe data doesn't always fit in runtime memory, especially in large environments - this prevents creators fr...
Released AMD FidelityFX Super Resolution 2.0Available in 2023.3.0a16. When using dynamic resolution of fixed upscale, adds the possibility to use AMD FidelityFX Super ...
Released Clouds self shadowing improvementsImprove visual fidelity of clouds integrating beer shadow maps for improved self shadowing.
Released Decals in raytraced reflections and GIAvailable in 2023.3.0a4. See decals in raytraced reflections (eg: stickers). Make decals participate in raytraced global i...
Released Generate Volumetric fog with VFX Graph particlesAvailable in Unity 2023.1.a24 and above. Add Volumetric Output to VFX Graph for HDRP. This allows to create dynamic and pr...
Released GPU Resident DrawerSummary The GPU Resident Drawer is a GPU Driven rendering system which is designed to be a CPU time optimisation. It enabl...
Released Improve Area, Disc, Line and Box lights for raster and path tracingMultiple improvements based on various users and productions feedback: Add line light support to the Stacklit, Water, Hair,...
Released Path Tracing DecalsThis feature has landed and is available in 2023.2.a15 and above. Allow the use of decal projectors with the HDRP Path Trac...
Released Physical Night SkyExtend the HDRP Physical Sky to manage night skies. Night skies are actually very hard to photograph in real-life, and we m...
Released Raytracing support of VFX GraphAllows VFX Graph to be rendered in raytraced features.
Released Rendering LayersUse Rendering Layers (similarly as URP - except that only the first 16 rendering layers can be used in HDRP) for Light Layer...
Released Screen Space Lens FlaresVery quickly and easily add lens flares and light streaks effects automatically generated from the frame buffer. SRP data d...
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 ...
Released Shader Graph Material TypesExposes HDRP Material Type property (eg: Standard, Translucent or Sub Surface Scattering) of the Lit Shader Graph to the mat...
Released Skin dual Lobe and diffuse powerImproved high fidelity skin rendering adding dual lobe and diffuse power on Diffusion Profiles for materials using Subsurfac...
Released Sky Atmospheric Scattering and ozone simulationAvailable in 2023.3.0a13. When rendering volumetric clouds far in the distance, one needs to set a high distance for the vo...
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 ...
Released Strand-based Hair and Fur RenderingStrand based hair rendering using a software rasterizer to improve performance, visual quality and anti-aliasing when render...
Released Transmission Mask for SpeedTree treesImprove SpeedTree trees visual quality in HDRP using a Transmission Mask to apply subsurface scattering only on leaves. HDR...
Released Transparency improvementsImprove the rendering of transparent and translucent objects.
Released Transparent Decals with Shader GraphThis feature has landed and is available in 2023.2.a12 and above. Allow to decals created with Shader Graph to affect trans...
Released Transparent with mixed tracingAvailable in 2023.3.0a6. Mixed tracing mode for transparent screen space reflections now mixes both tracing modes as expect...
Planned Data UnificationUnified rendering means that we are not creating yet another solution, but refactoring the URP and HDRP backends, separating...
Planned SRP Lit shaderWhen unifying we are also standardizing. The new unified Lit shader is based on the OpenPBR standard hosted by the Academy S...
Planned Surface ShadersSummary SRP Surface Shaders are a similar concept to Built-in surface shaders. You can define a surface function that descr...
Under Consideration Area light support of volumetric fogAdd support of volumetrics for area lights. Note: Current imperfect workaround is to create on top of the area light a spot...
Under Consideration Capsule ShadowsProblems Soft shadows on characters or small props require high resolution shadow maps which are expensive. World shadows ...
Under Consideration Local ExposureA camera post processing effect to adjust exposure locally in a frame where highly exposed areas (eg: clear noon outdoor sce...
Under Consideration Mask map and Custom Texture Channel PackingAllow to use or author separated material maps while still having an efficient texture packing at runtime (Forum thread).
Under Consideration Real-time Cinematic Motion BlurOffer a mode with better quality motion blur at the cost of performance. Typical usage is high-end cinematics. Note: For ci...
Under Consideration Reflection Probe Convex Influence VolumeProblem The Influence Volume defines the area around the Probe in which reflective Materials use the results that the Probe...
Under Consideration Reflection Probes RelightingOffer a new mode to update reflection probes lighting in real-time, much cheaper than entirely recapturing a full reflection...
Under Consideration Render pipeline converterAdd support for HDRP to the Render Pipeline Converter window.
Global Illumination Released Adaptive Probe Volumes Release HDRP/URPSummary Adaptive Probe Volume (APV) is an improved workflow for pre-computed probe-based global illumination for 3D objects...
Released API for baking Light ProbesSummary With Unity 6 we introduce a new API for baking Light Probes. Baking no longer relies on the Lightmapping delegates,...
Released API to move positions of Light Probes at runtimeSummary Creators often build modular content for their projects in Scenes. These scenes are then repositioned at runtime in...
Released APV - AssetBundles / Addressables SupportAPV is now supported with AssetBundles/Addressables Previously, APV has not been compatible with AssetBundles / Addressable...
Released APV - Bake only Probe VolumesSummary Baking lighting data can take a long time, especially when including lightmap data in the build process Intended O...
Released APV - Bake Sky OcclusionAPV Sky Occlusion With this feature, we enable creators to apply a dynamic time of day lighting scenario to their virtual e...
Released APV - Improvements and ChangesHDRP Streaming Data from Disk for Static APV Light probe data doesn't always fit in runtime memory, especially in large env...
Released APV - Improvements and ChangesThese improvements have been included in the 2023.3 / Unity 6 Beta release Virtual Offset now uses Unity’s new internal Ray...
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...
Released Interactive preview for GI-related Scene View Draw ModesSummary Iteratively authoring and troubleshooting baked lighting data is an important use case for creators using Static Gl...
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...
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...
Planned Light Baking Public C# APISummary Baking lighting data is currently tied to the concept of GameObjects in scenes, which limits the Editor’s capabilit...
Planned Precomputed Realtime GI / Dynamic APVSummary Unity already provides creators with realtime global illumination solutions through HDRP, like ray traced global il...
Planned Realtime Preview of Baked GI in Editor Using Path TracingSummary When working with baked global illumination, the lighting data in the scene of the Unity Editor becomes invalidated...
Under Consideration Adaptive Sampling of Lightmap TexelsSummary This feature intends to solve two problems: Currently novice users are exposed to technical jargon like sample cou...
Under Consideration Automatic, Overlap Free UV PackingSummary Generating lightmap UVs for models at import means padding cannot be adjusted per-instance. Consequently we cannot ...
Under Consideration Bake Lighting Data for Skinned MeshesSummary Using lightmaps on skinned meshes can be a viable alternative where using light probes does not provide satisfactor...
Under Consideration Bake Lighting Data with GI (Indirect) Only LightsSummary In some scenarios you may want to author lights that affect only indirect lighting of an area of your scene. Use C...
Under Consideration Bake Only Selected Sets of ObjectsSummary Iterating on lighting data requires the entire scene to be rebaked to see changes. This is potentially very time co...
Under Consideration Bake Sky OcclusionSummary It is hard to light realistic outdoor scenes containing dense foliage using dynamic time of day. The contribution o...
Under Consideration Baking Only Selected Bake Stage(s)Summary Updating light probe coefficients presently requires a complete scene rebake, including all lightmaps and reflectio...
Under Consideration GPU Lightmapper - Tiled Denoising - OIDNSummary With Tiled Baking, the process of denoising a lightmap is broken down into smaller ‘tiles’ with each tile being den...
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...
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...
Under Consideration Serialize Debug Data to DiskSummary Debug data, such as texel validity, light overlap etc is currently not serialized to the Unity project. This means ...
Shader Graph Released Custom Motion VectorsThis has landed in 2023.2.0a10 We'll add custom motion vectors, so you can create dynamic scenes with good workflows. Motio...
Released Faster Undo/RedoImprovements on Undo/Redo landed in 2023.3.0a10 and were backported into 2022 LTS. We're working on speeding up undo/redo t...
Released Heatmap Color ModeThis feature has landed and is available in 2023.3.0a10 and above. With this feature you will be able to quickly identify t...
Released Keyboard ShortcutsThis feature has landed and is available in 2023.3.0a7 and above. Keyboard shortcuts are to be added to Shader Graphs to in...
Released Material Types for HDRPExposes HDRP Material Type property (eg: Standard, Translucent or Sub Surface Scattering) of the Lit Shader Graph to the mat...
Released New Samples : Feature ExamplesShader assets helping users understand how to set up and use popular techniques in Shader Graph, including parallax occlusio...
Released New Samples : Node ReferenceThis 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...
Released New Samples : Production Ready AssetsA set of shaders ready to be used directly in a project. Including shaders for decals, rocks, foliage, terrain details, ice,...
Released New Samples : Sub Graphs LibraryNew Shader Subgraphs were released with the latest Production Ready Assets Sample.
Released Property Scope & VisibilityThis feature has landed and is available in 2023.3.0a11 and above. The Scope and Visibility of Properties are to be redesig...
Released Signed Distance Field (SDF)Available as part of UGUI Shaders in Unity 6 (6000.0.39f1, 6000.1.0b7, 6000.2.0a4).
Released UI Integration with Shader GraphBeginning in 2023.2 alpha 16, you can now select Canvas as a new Material Type in the Graph Inspector for HDRP, URP, and Bui...
Released UI SamplesUGUI Shaders - available to import now in Unity 6 (6000.0.39f1, 6000.1.0b7, 6000.2.0a4). This set of samples contains over a...
Released ShaderLab Attributes for Material Property DrawersWith those ShaderLab Attributes exposed to ShaderGraph, users could make their properties take advantage of built-in Materia...
Released Append NodeRelease in Unity 6000.2.0a9 Add a new Append node to Shader Graph that can combine two float or vector inputs of different ...
Planned 8 Texture CoordinatesFull support for up to 8 texture coordinates.
Planned Custom Lighting Nodes for Universal Render PipelineWith adding nodes "Get Main Light" and "Get Additional Light”, you would be able to more easily create custom lighting in Un...
Planned Dynamic Branching with KeywordsThis would allow to use Keywords for dynamic branching, and reduce the number of variants when performance impact is low.
Planned Graph TemplatesWith Shader Graph Templates, you will be able to create new Shader Graphs from fully setup premade templates, such as Canvas...
Planned URP Simple Lit TargetAdding a new Universal Target for URP Simple Lit Shader.
Under Consideration (Legacy) GPU Instancing ImprovementsPlease let us know how we can improve your workflows with Shader Graph when using GPU Instancing with Graphics features like...
Under Consideration Blending ModesThis would give control over Source and Destination Blend Modes.
Under Consideration Blit TargetWith the Blit Target, users would able to author a SRP blit shader graph.
Under Consideration Console InteropConsole warnings and errors shall point to the problem in a Graph, just like it takes a programmer to a source code line.
Under Consideration Custom Pragma and DefineThis would let adding custom #pragma and #define to Shader Graphs
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...
Under Consideration Custom Struct TypesYou will be able to define custom collections of data and operate on them in your graph.
Under Consideration Disable Fog from Lit Sub-TargetsYou would be able to disable Fog on a per graph, or per material instance basis.
Under Consideration Disable InterpolationWith this feature, you will be able to set "nointerpolation" on Vertex Colors, UVs and other custom interpolators.
Under Consideration Further node controls for subgraphsThanks to the success of the previous 2021.2 release, you'll eventually be able to put controls (like check boxes, and slide...
Under Consideration Get/Set NodeAlso known as portals, this will allow setting and getting a local variable for graph organization and performance purposes.
Under Consideration Graph Creation APISimilar to Animator Controller API, this shall allow tech. artists and programmers to create and populate new graphs from C#...
Under Consideration Light Mode TagThis would let Shader Graph users set Light Mode Tag.
Under Consideration Material UI (ShaderGUI)This would allow Shader Graph users to edit their graphs' instance UI, to add tooltips, conditional visibility, customize th...
Under Consideration Shader GlobalsWe're going to provide Technical Artists with means to prototype and author systems that rely on Shader Global Properties. ...
Under Consideration Shader Graph Stencil OperationsSee customize stencil operations in Shader Graph
Under Consideration Shader Performance FeedbackWe'll create a place for you to easily see performance information for your graphs, such as: estimated instruction count, sa...
Under Consideration Simplified Material AuthoringThis feature would allow Shader Graph users to author Material graphs from a higher level with no specific distinction betwe...
Under Consideration Static BranchingWith this feature, you will be able to organize static branching in Shader Graphs, Sub Graphs and Custom Function Nodes.
Under Consideration Sub Graph Stage SettingThis would allow setting the stage a Sub Graph can be used in, Vertex, Fragment or Both.
Under Consideration Support for DrawIndirect / DrawProceduralYou would be able to modify the ShaderGraph's vertex shader to support custom vertex behavior for use with DrawIndirect or D...
Under Consideration Tessellation for Universal Render PipelineYou would be able to author shaders that use Tessellation for Universal Render Pipeline. This will allow you to dynamically ...
Under Consideration Vertex Stage InputsWe would add inputs to the Vertex Stage for UV and COLOR.
Under Consideration ZTest and ZWrite SupportThis would enable ZTest and ZWrite customization in Shader Graphs.
Under Consideration Exposable Gradient PropertyThis would allow Shader Graph users to: expose a Gradient Property to the Material Inspector expose a Gradient Property to...
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 ...
Released Adaptive Probe Volumes (APV): Per-Vertex QualitySummary Previously, APV supported only per-pixel quality indirect lighting. This may be unsuitable for a range of mobile de...
Released Alpha Processing for Post ProcessingSummary In Unity 6 Preview, URP now has a setting for Alpha Processing (URP Asset > Post-processing > Alpha Processin...
Released GPU Resident DrawerSummary The GPU Resident Drawer is a GPU Driven rendering system which is designed to be a CPU time optimization. It enabl...
Released GPU Resident DrawerSummary The GPU Resident Drawer is a GPU Driven rendering system which is designed to be a CPU time optimization. It enabl...
Released High Dynamic Range Display OutputSummary High Dynamic Range (HDR) displays are display devices capable of reproducing images in the higher range of differen...
Released Post Processing Custom EffectsYou can use render passes to achieve some custom effects with Universal Render Pipeline's post-processing. Currently, with 2...
Released Post Processing: Object Motion BlurThis feature has landed and is available in 2023.2.a8 and above. The Motion Blur effect blurs an image when GameObjects are...
Released Render Graph IntegrationSummary Render Graph is a high-level representation of a pipeline's frame and render passes, explicitly stating how the ren...
Released Screen Space Lens FlareVery quickly and easily add lens flares and light streaks effects automatically generated from the frame buffer. SRP data d...
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 ...
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 ...
Released VFX Graph Smoke Lighting For URPExpose 6-way lighting as a Shader Graph shader compatible with both HDRP and URP. 6-way lighting allows to create more real...
Released VFX Graph Support of URP DecalsThis feature has landed and is available in 2023.2.0a18 and above. Allow to spawn URP decals with VFX Graph, as well as usi...
Released XR: Application SpacewarpApplication SpaceWarp is an advanced XR rendering technique that reduces the rendering frequency while maintaining the displ...
Released XR: Foveated RenderingSummary: Foveated Rendering support is being introduced, in order to improve the performance of stereo-rendering for suppor...
Planned Automatic ExposureSummary Exposure is a linear scaling operation performed on a scene-referred image before tone mapping to fine-tune the bri...
Planned Data UnificationUnified rendering means that we are not creating yet another solution, but refactoring the URP and HDRP backends, separating...
Planned Deferred: Optimisations & GPU Resident DrawerDeferred+ A new Deferred+ renderer in URP that supports GPU Resident Drawer with Deferred rendering, and Forward+ fallback ...
Planned Render Pipeline and Renderer Data Asset ConsolidationSummary We are removing the need to manage separate Universal Render Pipeline (URP) and Universal Renderer Data (including ...
Planned Shader Library Documentation ImprovementsBetter documentation for Universal's Shader Library, Shader API, and Shader built-in variables.
Planned Shader Quality SettingsShader Quality settings allow you to tweak the quality of shading by enabling or disabling certain shader features. This opt...
Planned Shadow Maps CachingSummary Shadow Maps Caching provides performance improvement by allowing the Universal Render Pipeline (URP) to update the ...
Planned SRP Lit shaderWhen unifying we are also standardizing. The new unified Lit shader is based on the OpenPBR standard hosted by the Academy S...
Planned Surface ShadersSummary SRP Surface Shaders are a similar concept to Built-in surface shaders. You can define a surface function that descr...
Under Consideration Blob ShadowsBlob Shadows are "fake" shadows created by drawing a 2d shape and projecting it on the ground below the object you'd like to...
Under Consideration Camera-relative RenderingCamera-relative rendering would allow the Universal Render Pipeline (URP) to render distant GameObjects (with large world sp...
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...
Under Consideration Streaming Virtual Textures SupportSummary Streaming Virtual Texturing (SVT) is a feature that reduces GPU memory usage and texture loading times when you hav...
Under Consideration URP Ray-Tracing SupportUnity currently supports advanced ray tracing in the High Definition Render Pipeline (HDRP). We are exploring the possibilit...
Under Consideration Volumetric FogWith volumetric fog, you can add realistic fog to a scene and manipulate its color, density, and how it interacts with light...
VFX Graph Released Access to URP Camera Depth and color buffersThis feature has landed and is available in 2023.3.0a16 and above. Allows access to the URP Camera buffers (Depth and Color...
Released Attributes BlackboardThis feature has landed and is available in 2023.3.0a7 and above. Accelerates the access and usage of built-in attributes (...
Released Collisions ImprovementsThis feature has landed and is available in 2023.3.0a18 and above. Collision attributes to perform custom process upon coll...
Released Custom HLSL BlockThis feature has landed and is available in 2023.2.0a19 and above. Create a block by directly typing some HLSL snippets.
Released Generate Volumetric fog with particlesThis feature has landed and is available in 2023.1.0b4 and above. Add Volumetric Output to VFX Graph for HDRP. This allows...
Released Keyboard ShortcutsThis feature has landed and is available in 2023.3.0a19 and above. Keyboard shortcuts are to be added to Shader Graphs to i...
Released Node Search ImprovementsThis 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...
Released Profiling toolingThis feature has landed and is available in 2023.3.0a15 and above. Provide profiling tools that will allow you to get feedb...
Released Raytracing SupportAdd the ability of VFX to be rendered in ray tracing passes. To allow things like VFX being taken into account in ray-traced...
Released Shader Graph Keyword SupportThis feature has landed and is available in 2023.3.0a17 and above. With this feature, you will be able to create an Uber Sh...
Released Shader Graph Smoke Lighting for URP an HDRPThis feature has landed and is available in 2023.2.0a19 and above. Expose 6-way lighting as a Shader Graph shader compatibl...
Released URP Decals with VFX GraphThis feature has landed and is available in 2023.2.0a18 and above. Allow to spawn URP decals with VFX Graph, as well as usi...
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 ...
Released VFX Graph Motion Vectors for URPAllow VFX Graph particles to generate motion vectors with URP, for example to be considered by effects like TAA or Motion Bl...
Released VFX Templates and WizardThis feature has landed and is available in 2023.2.0a18 and above. A dedicated Wizard Creation Window similar to the Scene ...
Released Instancing support with GPU EventsThis has landed in Unity 6000.1.0a9. You can now use GPU Events and yet benefit from Instancing.
Planned Cross pipeline LitAdd a new lit output compatible with both HDRP and URP, and allowing to use a custom shader created with ShaderGraph. This ...
Under Consideration Animated Point CacheAdd support for point caches storing several frames of data.
Under Consideration Arrays SupportThe support of array of types will allow to handle arrays as port types and iterate on them.
Under Consideration CPU simulationThis will allow you to simulate particles and trails on CPU.
Under Consideration Custom SRP SupportWe're considering exposing VFXSRPBinder and other APIs to allow support of Custom Render Pipelines. Please share your feedb...
Under Consideration Decoupled lightingWe’re decoupling our lighting resolution from our rendering resolution - this will make your effects more performant applyin...
Under Consideration DOTS RuntimePort most of the VFX C++ runtime to DOTS C#. This would allow VFX to be more easily integrated into the DOTS based code base...
Under Consideration Event SequencerAdd an internal visual sequencer to VFX graph to trigger events and update properties from within the asset.
Under Consideration Fluid SimulationAdd an update context that performs fluid simulation with particles.
Under Consideration Graph AttributesThis will allow to read and write attributes that are shared within an entire graph.
Under Consideration Light Support in GraphAbility to specify and control individual lights directly within the graph. You can currently use Output Events to control ...
Under Consideration Nearest Neighbor SearchAllows to query and get a list of neighboring particles from a given particle. This could be used to create advanced simulat...
Under Consideration Other Particles' Attributes ReadEnables particles to access other particle's attributes, for example to find their position and avoid colliding with them.
Under Consideration Particle Attribute Buffer Read Access From Outside GraphThis will allow reading particle attributes (e.g. position, color, etc.) asynchronously from CPU or from other GPU passes.
Under Consideration Particle Light OutputA new particle output to render particles as lights.
Under Consideration Point Cache OverhaulPoint caches rewritten as buffers and implementing them as a first-class citizens in Unity. Adds also the ability to expose ...
Under Consideration Public Node APIExpose and document the API to be able to create new node types in C#.
Under Consideration Render to Render TexturesOptional render texture in an output to render on texture instead of on screen.
Under Consideration Shader Graph Property Categories FoldoutThis would display Shader Graph Property Categories as Collapsible Foldouts in the SG Output Block, to help unclutter Uber S...
Under Consideration Shaders WarmupWith this API, you would be able to warm up Shaders used by Visual Effects and avoid runtime stutter.
Under Consideration Simplified VFX AuthoringThis feature would allow VFX Graph users to author Visual Effect assets in a similar fashion as Shuriken, with behavior bloc...
Under Consideration Sub Frame InterpolationEnables spawning and updating particles with greater fidelity when it comes to fast moving simulations removing typical stai...
Under Consideration Subgraphs CompilationWe are looking at optimizing Subgraphs compilation (auto-compile and compilation) when nested in Graphs. Please share your ...
Under Consideration Subgraphs Sorting OrderWe're looking at allowing sorting Subgraphs order. Please share your feedback on the topic.
Under Consideration Submit VFX Graph UX improvementsImprove discoverability, small daily user pains, as well as blockers when creating VFX with Unity. Tell us what you would l...
Under Consideration Unity Splines for VFX GraphAccess Unity splines from VFX Graph to spawn, control, and animate particles along the paths. This allows to create effects...
Under Consideration VFX Support for Shader Graph HDRP Decal TargetThis would add VFX Graph support to HDRP Decal Target.
Under Consideration VFX Support for Shader Graph URP Decal TargetThis would add VFX Graph support to URP Decal Target.
Under Consideration Volume Simulation and RenderingIn addition to particle, this brings support to volume data. It will allow things like dynamic vector fields generation.
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Unity HubYour all-in-one gateway for creating new projects, accessing resources and learning material, and managing your creations
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Unity Gaming ServicesAn end-to-end platform that is designed to help you build, manage, and grow your game
Analytics and Player Engagement Games Backend Multiplayer04
Unity CloudAn ecosystem of products and services that makes work on real-time 3D experiences more creator-focused, accessible, and connected
Dashboard & Admin Asset Manager Asset Manager for Unity Editor Asset Manager Released Asset conversion and optimizationThe ability to export assets in various common formats, such as FBX, USD, GLB, .PREFAB with the capability to clean and repa...
Released Clean unfrozen versionsAllow users to delete unfrozen asset versions.
Released Move Asset actionAllow a user to move an asset from one project or collection to another.
Planned Annotate your asset versionUse our web viewer to annotate your asset previews to do collaborative reviews with your pears. The annotations are version...
Planned Asset Reference TypesAsset Manager handles now several types of Asset References, with built-in ones: Dependency Transformation
Planned Asset Types update + Custom TypesConsolidate our asset types with the Unity Editor and allow customers to create custom asset types.
Planned Bulk asset editingAllow user to edit asset metadata in bulk.
Planned Collaboration: JIRA Integration with ThreadsAutomatically create a JIRA task from a written comment thread while collaborating around asset creation. Connect the ticket...
Planned Create new asset from transformationEnable the creation of a new asset with an asset reference typed: Transformed from a pipeline trigger (Optimize and Convert ...
Planned Custom Pixyz transformation through Asset ManagerUse your custom Pixyz script (.py) to create a pipeline and run it on any asset.
Planned Data Connector: PlasticSCM on premiseConnect your Asset Manager with your PlasticSCM server and index all your assets from your repositories on Asset Manager to ...
Planned Decouple Versioning from MetadataUpdating metadata no longer upversion your asset, but is still tracked in its own history stream per version.
Planned Decouple Versioning from previews and converted files updatedAdding, generating or updating previews don't upversion your asset anymore. Same behaviour with converted files.
Planned Duplicate asset functionA simple function to duplicate any asset.
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...
Planned Optimize and Convert - Better discoverability and consumer flowEnable Optimize and Convert for consumers, making the feature easier to access.
Planned Preview asset files through asset viewerThrough a hierarchy menu of all the files within an asset, quickly browse and select the file on which you want to view and ...
Planned TrashcanTrashcan feature will allow users to delete assets, datasets and their files but retrieve and restore them within 30 days.
Under Consideration Asset templateIntroducing the concept of Asset Template, driving convention of your assets' structures. Defines which datasets and which ...
Under Consideration Asset VariantsCreate and Manage asset variants within Asset Manager
Under Consideration Automate Upversion Upstream between asset referencesAllow users to create asset references, including dependencies that can upversion upstream source assets if the target asset...
Under Consideration Bring your own storageUsers require sensitive data to stay on their servers The storage service can act as an abstraction for those 3rd party sto...
Under Consideration Contextual searchContextual Search enables you to find and manage assets more efficiently within the Asset Manager system by leveraging natur...
Under Consideration Custom Status FlowsAdd your custom status in the built-in flow or create total new ones for your asset.
Under Consideration Delete a metadata field from organization libraryAllow the deletion or reverting the deletion of a metadata field from your organization's library
Under Consideration Desktop Companion App - Upload bulk assets from local diskProvide a desktop client to simply upload in bulk your directory of assets
Under Consideration Editor Metadata in Asset ManagerSurface Unity Editor metadata in Asset Manager
Under Consideration Generate a turntable preview from 3D modelGenerat a lightweight turntable preview of a 3D model that can be used as the primary preview image.
Under Consideration Nested AssetsAbility to nest assets together
Under Consideration Preview generation for point clouds assetsGenerate previews for your point clouds Assets. Supporting: e57 .pts .ply .glb
Under Consideration Preview prefab or material in Asset Manager webAsset Manager can generate previews (thumbnail and 3d viewer) to visualize your prefab or your material within Asset Manager...
Under Consideration Project metadataAllow to CRUD metadata on projects. System or custom metadata are available to better identify or analyze your project.
Under Consideration Sync Asset's files LocallyEnable Asset Manager users to sync their asset's file locally (VFS) to work on their local machine with the DCCs they love.
Under Consideration Tag assignment rules for texture filesCreate tag assignment rules for your texture files in order to convert them on the fly while using then in Unity Editor or e...
Under Consideration Tag recommendationsAutomatic tag recommendation, based on existing tags or generated thumbnails and images
Under Consideration Unpack Unity Package in Asset ManagerUpload your unity packages (old or new ones) and let Asset Manager scan, identify and itemize each asset while keeping the d...
Under Consideration Public Link Sharing (assets)Share publicly an asset and let guests vizualise your assets in their own browser.
Beta - June 2023 Released Asset ManagementA cloud-based Asset Management system featuring rich discovery, transformation and viewing capabilities. Apply to the Beta ...
Released Asset Manager APIsEverything you can do in the Asset Manager is also exposed as a RESTful API. For more information, see our documentation
Released Asset Manager SDKThe Unity Asset Manager SDK makes it easy for developers discover, create, update, delete, and manage Unity Asset Manager as...
Released Auto-taggingUse our AI feature to generate your asset's tags.
Released Automatic previews optimization (image downsizing)Any images uploaded as previews or thumbnails are automatically optimized for web consumption and fast browsing
Released Clip and Paste Thumbnail imageYou can copy and paste an images from your clipboard to the previews of your asset
Released Collection ManagementThe ability to easily create, edit and delete collections and assets and navigate through them once populated. Collections ...
Released Datasets in assetsDatasets are logical groupings of files within an asset, allowing users to partition it into payloads that makes sense. Exa...
Released FilteringThe ability to filter through assets by asset type, uploader, date, etc.
Released Prepare asset for 3D Data StreamingEnable the generation of a 3D Data stream of your asset, and leverage it through the 3DDS SDK or the reference project. Tai...
Released Role Based Access Control on ProjectsGive access to projects to your organization's members and grant them a role: Project Admin Ability to add/remove and e...
Released Search by Name and TagsSearch your assets by Name and Tags
Released Unity Asset Manager For Blender-SampleUpload Blender content to the Asset Manager. If you are a developer that wants to build a plugin with the Unity Cloud Asset...
Released Released (Unity Editor) Asset tracking, bulk import, collapsable side nav panelLots of improvements Understand when an asset is out of sync with the Cloud by a quick glance on the gallery view Bulk imp...
Released 3D metadata extractionExtract useful information from 3D model automatically: Triangle count Vertex count Material count Number of textures T...
Released Access to the Unity Asset libraryAccess to a free asset library directly from Asset Manager containing materials at first. The library is updated regularly ...
Released Asset dependencies on Asset ManagerSupport dependencies between assets to be more productive in your asset creation workflows. From Material with its textures...
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...
Released Asset Manager for Unity release packageMove out of experimental to V1.
Released Asset Manager for Unity Version ControlAdd Files from Unity Version Control To the Asset Manager Connecting your Unity Version Control Account to Asset Manager al...
Released Asset statusAssets can be set to Draft, In Review, Accepted, Rejected so users can immediately understand which Assets can be used, and ...
Released Asset versioningEnable Unity Asset Manager Admins and Contributors to easily add, update and delete files within assets they create on UAM s...
Released Asset versioningUpload the version that you want with the ability to upload roll back
Released Audio PlayerAudio file can be previewed with a new audio player directly from asset manager. For this, you need to set as preview your a...
Released Automated preview generationAsset Manager will generate automatically some previews of your asset made of a single file.
Released Bulk create assets, update asset through Python SDKAdditional samples to make it easier to bulk create assets, upload files and update files using the Unity Cloud Python SDK
Released CLI bulk uploaderThe Command-Line Interface (CLI) is a cross-platform command-line tool to connect to Asset Manager and execute administrativ...
Released CLI tool improvements based on feedbackAllow users to embed dependencies. Support for sub folders using Group by folder strategy & more
Released Connected App - Reference ProjectThe Unity Cloud Reference Project is a fully functional collaborative design review application for 3D assets, powered by Un...
Released Consolidate dashboard & editor featuresGroup of quality of life features to consolidate the experience between the Web and the Editor integration Discover all ass...
Released CSV as input parameter for CLI toolUse a CSV file as input using the CLI tool to upload and re upload assets with their dependencies to Asset Manager
Released Editor: Better error communicationHelp users understand better the errors and make the experience more cohesive
Released Editor: Improvements for the upload flowThese improvements include enable users to deselect files even if they are dependencies covers better progress reporting f...
Released Editor: Modal for reimportNew modal to provide users with insights on which files will be impacted and whether they want to replace, skip, duplicate o...
Released Editor: Offline support and improvements for import flowThis includes Offline support Ability to browse the in project assets while being offline Ability to retry the connection...
Released Enable multiple UVCS datasets in a same assetYou can create multiple UVCS datasets into a same asset to surface different UVCS repository in one place
Released FavouritesEpic 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...
Released Filter asset by file typeYou can now filter your asset by their file type. It allows you to find back asset made of prefab, images, sound file, etc.....
Released Filter by custom metadataAbility to filter assets by custom metadata
Released Filter Cloud Assets by type and statusFrom the Asset Manager for Unity window in Editor, you can filter Cloud assets by types (including Unity proprietary formats...
Released Folder hierarchy ViewSee your assets as if you were browsing a folder directory. It's easier to navigate and looks more familiar. The Folder hie...
Released My Asset Store assets in Asset ManagerRetrieve your assets bought from the Asset Store in Asset Manager and add them to the project you like. While adding them, ...
Released Option to include all script dependenciesUsers can now include all dependencies if they need to by right clicking on the asset and selecting the option.
Released Preview real resolution of imagesPreview images at their right resolution when expanding your sidepanel. It’s automatic, just give it a try!
Released Q1 2024 UX ImprovementsIn addition to all the features, we have improved a lot in terms of UX: Asset selection improvements. We've made the select...
Released Replace file functionA simple function to replace a file within a dataset, keeping all logic and dependencies associated with it.
Released Search improvementsThe search returns all results which contain in the name or the tags the characters you're searching for.
Released Sidepanel upgradesSidepanel is getting a lift to get you more productive: You can expand / collapse the sidepanel to preserve a bigger view o...
Released Smart viewsCreate and share Smart views with your peers to get a focused views of your assets. Smart views keep in memory: All filter...
Released Support wider range of image previewsWe're boosting our core to support a wider range of image formats to preview on Asset Manager. Among the full list of new f...
Released Upload a Pixyz Studio scene to the Asset ManagerFrom Pixyz Studio interface, you can upload any scene to the Unity Asset Manager to share, manage, transform and stream it. ...
Released Upload assets from Editor to Asset ManagerQuickly create and upload assets from the Unity Editor to Asset Manager while preserving all the integrity of the data.
Released View large assetsLarge CAD assets can be viewable in detail in the Asset Manager, directly in the web browser, using our 3D Data Streaming ca...
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Unity AIUnity AI integrates AI capabilities in the Unity Editor with the Assistant, Asset Generators, and Inference Engine.
General AssistantThe Unity Assistant puts AI directly into the Editor, understanding the context of your project and helping you carry out repetitive tasks, debug console error messages and write code directly in the Editor. It understands the context of your project, and gives you more relevant answers.
Planned Automate command modesToday we support 3 “commands” with /ask, /code, and /run that you may need to declare in order to get the best results. We w...
Planned Vision inputAbility to use a scene screenshot, camera input, or other image assets to prompt the Assistant.
Planned Faster query speedThe Assistant has a system that dynamically utilizes various LLMs, so its query speed is primarily influenced by the extensi...
Planned Multi-step actionsAbility for the assistant to perform multiple actions in one request, beyond the more simple actions it can accomplish today...
Under Consideration Visual annotation toolAbility to use lassos, annotations, and other simple visual markings to prompt the Assistant.
Under Consideration Core tool integrationAdd direct access to the Assistant from existing tools like the console, profiler, and many other Unity systems.
GeneratorsGenerative AI is moving at a fast pace. Unity Assistant brings generative models directly into the Unity Editor, and provides models for creating materials, textures, animations, sound, and soon meshes.
What would you like to see generated?
Released Sprite: Add FLUX & GPT-Image foundation modelsAdd new FLUX and GPT-Image pre-trained models in the sprite model picker for more quality and style options.
Released Prompt guideUpdate documentation to have foundation-model specific prompts and best practices to get the most of various models.
Planned Texture upgrade modelAdd additional texture generation models with improved quality.
Planned Sound upgrade modelAdd additional SFX generation models with improved quality.
Planned Generator in-product feedbackSimilar to how the Assistant has an in-product feedback system using 👍👎 and text feedback to rate quality, we will add a m...
Planned 3D mesh and texture generationGenerate 3D mesh from text and image inputs, then generate a 3D texture and all requisite maps. The mesh will have discrete ...
Planned Skybox/cubemap generationGenerate cubemap from text and image inputs, which can be used as a background skybox, or reflection map, with a far ground,...
Planned Sprite custom model trainingCustom model training that can replicate the style of your game with a model that you can train with your own image assets. ...
Under Consideration Voice generationGenerate voice from text with various output settings, such as character context, varied languages, emotion, etc.
Under Consideration Sprite reference image helperImprove the image reference interface to help you better understand how image references work.
Under Consideration Music generationGenerate long form music (>10s) from text and audio inputs. This would likely be integrated in the existing Sound generator ...
Under Consideration Video generationGenerate video from text, image, video references, which can be used for game cinematics and cutscenes.
Under Consideration Sprite sheets and animationsGenerate sprite sheets in a grid-like format, which contain multiple smaller images to create 2D animations.
Under Consideration UI generationGenerate UI-toolkit-based UI for screen and worldspace interactions. Consider prompt references to existing designs from Fig...
Under Consideration Terrain heightmap generationGenerate heightmap from text and image inputs, which can be used as an initial shape for a Unity Terrain mesh.
Under Consideration Animation post-process toolsAdd post-process editing tools to the animation generator. This would include features like animation keyframe editing, star...
Inference EngineInference engine runs models inside of Unity applications. This is the evolution of Sentis and continues to push the ability to model runtime.
Planned Speech synthesis and Text to speechTranscribe real-time player speech into text strings in the Unity runtime. This would be very simple to hook up to your exis...
Planned Graph VisualizerEnable viewing visual AI model graphs to make them easier to understand, debug, optimize, and deploy.
Planned Tokenization pipelinePlanned new architecture will support Hugging Face tokenizer configs, allowing automatic import and conversion into a Unity-...
Planned PyTorch and Tensor Flow importAn expansion on model support, now importing Torch and TF models to avoid needing ONNX as an intermediary format.
Under Consideration Hybrid/cloud inferenceAbility for Unity runtime to “broker” AI model inference between local vs. cloud resources. This would be based on a real-ti...
Under Consideration Pose detectionAdd real-time pose detection (body, head, hand) on camera frame inputs in the Unity runtime. This would be very simple to ho...
Under Consideration Model gardenSolve the “last mile” problem with AI model discovery, where today, models can be hard to find, integrate, and optimize. The...
ML-AgentsML-Agents turns your game or simulation into a trainable environment where agents learn intelligent and automated behaviors. More information about the roadmap is coming soon.
06
Unity DevOpsProducts for streamlining real-time 3D workflows to create with agility and get to market on time, including Version Control and Build Automation
Build Automation Released Build Location PreferencesSupport for self-serving build job location preferences is now available. From the Dashboard, you can now choose where your ...
Released Cache and Compression RedesignWe've introduced higher degrees of caching and compression functionality that will help improve build speeds and overall per...
Planned Build Failure CategorizationWe want to ensure our clients can accurately diagnose their failed builds. The goal is to expose and indicate which category...
Planned PS5 Target Platform SupportMaintaining our promise to deliver users greater platform reach, we are planning to enable builders for all modern consoles,...
Planned Artifact Retention SchemasWe understand that managing your growing number of build artifacts is cumbersome. You have no way to easily and systematical...
Planned Build in the Cloud Directly from the EditorSoon, users will be able to select, and kick-off cloud hosted builds leveraging Unity Build Automation directly from the Edi...
Planned Boost DisksCaching solution using Azure Premium SSD SAN disks that can be initialized, attached, used, de-attached, and used for a futu...
Planned Fast Start BuildsPre-Booted Pooled VM’s ready to accept your workload! This solves one our leading customer concerns; build queue times, and ...
Planned Xbox Target Platform SupportWe are continuously evolving our target platform support (Playstation, Xbox …) based on user priority and requirements. Curr...
Version Control Released 3D previews in the webVisualize 3D previews of assets in the new Plastic SCM web experience on the Unity Dashboard: Preview the 3d models stored ...
Released [UE Plugin] Support for shelves and changelistsAdding support in the Unreal Plugin for Shelves and more polish to the associated View Changelist UX. The official Plastic S...
Released [UE Plugin] Support Unreal 5.11.6.2 release for UE 4.27 and UE 5.0 with more bugfixes and polish for Changelists and upcoming UE 5.1 , download now. This...
Released [UE Plugin] Support Unreal 5.21.8.0 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...
Released [Wwise Plugin] Support for Wwise 2022We are pleased to announce the first release of the Plastic SCM Plugin for Wwise compatible with version 2022. This new plu...
Released Auto-updateStay up-to-date with new releases Always stay up-to-date with the latest news and improvements brought to the client using ...
Released Cloud MergebotsMergebots make merging faster, more transparent, and more secure. They also remove repetitive and manual tasks that may slow...
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,...
Released Create and connect to repositories via Unity HubYou can now enable Unity Version Control for your projects through the Unity Hub: Create a new project and select the check...
Released Email notification for Code ReviewSimple notification system via email, that notifies developers when they are assigned to a code review. Or when they have re...
Released File history improvementsView file history in a new improved layout The new history view introduces a new layout with simplified navigation allowing...
Released Hide Branches in the desktop appAvailable in version 11.0.16.9116 (Jan. 16, 2025), you can now hide branches in the desktop app. This is server-level featur...
Released Improved GUI shelving workflowWe brought some usability improvements to Shelves, quick action buttons, a new Shelve list, and new Shelve previews.
Released Increase mergebots' quantity to 10 per repositoryFollowing user feedback, we are pleased to announce that we removed the limit of 1 mergebot in an Organization (increasing f...
Released New code review experience in the Unity DashboardValidate the work submitted by a team member with the intent to merge. We had multiple requests from users to improve our c...
Released New web experience in the Unity DashboardCollaborate with your team from anywhere and any device through the new and improved Plastic Web experience in the Unity Das...
Released Prevent loss of workThis problem was solved by releasing the new Smart Locks. We are exploring innovative ways to help teams prevent loss of wo...
Released Purging via CLIWe released a trimming tool for Plastic SCM Cloud Edition called "Purge" and managed via the CLI, so that you can manage you...
Released Quick branch switchingWe 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...
Released Simplified navigation between accounts and repositoriesSeamlessly navigate between accounts and repositories You can now quickly switch between accounts, organizations, repositor...
Released Smart LocksSmart Locks simplifies the version control process, making it easier to collaborate on projects. Smart Locks lets you lock ...
Released Solve merge conflicts faster with Semantic mergeNow Semantic Merge is supported on all platforms. It can make multiple merge scenarios easy. Developers working in paralle...
Released Switch between light and dark themesSwitch between light and dark themes Whether for accessibility reasons or a visual preference, you can now choose between '...
Released Tree view in 'Branches' tabWe plan a new way to display the way branches and child branches in the 'Branches' tab of the UVCS desktop application. Thi...
Released Tree view in 'Pending Changes' tabOn top of the normal way of listing files (changed, added, deleted), we are planning to add another view that lists the file...
Released Unity Learn tutorials: Get started with Unity DevOpsSeveral new tutorials were published as part of a full "Get Started with Unity DevOps" course, to help you get started: Wha...
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...
Released View storage per repoWhen browsing the Unity Cloud web dashboard, you can see the individual cloud storage of each of your repositories, inside t...
Released Visual Studio pluginA new Visual Studio plugin was published on the VS market place For Visual Studio 17.0 or higher, this UVCS extension enhan...
Released Wwise plugin update to SDK 2023Upgrade the Wwise plugin, so that it is compatible with Audiokinetic's SDK 2023
Planned Unity Version Control Package improvementsMore improvements are coming to the Unity Version Control package in 2025.
Planned Unreal Plugin ImprovementsMore improvements are coming to the Unity Version Control Unreal Plugin in 2025.
Under Consideration CLI JSON supportWe are improving our CLI, refactoring many commands to support default JSON outputs so they can be used to build powerful cu...
Under Consideration Content reviewArtists have a different set of needs than developers, while we have introduced a new Code Review workflow to improve the de...
Under Consideration Docker containers for imagesConsidering having an official Unity solution (Unity DevOps) supporting docker containers for images.
Under Consideration Education / Student free tierWe have received feedback from universities, computer science teachers and game development students, asking for more seats ...
Under Consideration Enable easy integrations with DCC toolsWe are looking to bring some integrations to popular digital content creation tools. Please let us know through this portal...
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...
Under Consideration Public repositoriesWe are exploring ways of enabling public sharing of repositories.
Under Consideration Unreal Editor plugin (Mac support)Add macOS support for the Unreal Editor plugin of Unity Version Control.
07
HMI & Embedded SystemsFocused on improving tools and platform reach for design and development of Human Machine Interfaces for automotive embedded systems and other applications
Data Flow Platforms & Integration Importers Graphics Editor Runtime Templates UIRetroSearch is an open source project built by @garambo | Open a GitHub Issue
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