HighlightsJournal 63 Gamigion December 4
Unity 6.3 LTS brings 3 real upgrades:

Platform Toolkit: One API for all platforms
Single codebase for accounts, saves, achievements, controllers across:
This is the biggest XP simplification Unity has shipped in years.
Android XR support expands
Face tracking, object tracking, and dynamic resolution.
Native screen reader support
Full accessibility on Windows, macOS, iOS & Android via one API.

• Unity 6.3 LTS
Two years of support, stable for production and live ops.
• Massive stability push
30% fewer regressions, 22% fewer user issues, fastest backlog clean-up in years. Production Verification with real studios like V Rising, Phasmophobia, Pokémon Sleep, Whiteout Survival.
TypeTree memory reduction for AssetBundles
Insane results from real productions:
Shader Build
Exclude keywords, reduce variants, slash build times without code.

Improved batching
Per-renderer user values allow SRP batching with custom data and no material property blocks.
Optimized Mobile post-processing
URP Bloom now includes Kawase and Dual filters for low-end devices.
Sprite Atlas Analyzer
Auto-detect space waste, compression issues, coverage problems. Huge for mobile teams.
Render Graph upgrades
Shared backend for URP + HDRP, device-level viewer for real-time profiling on Mobile & XR hardware.
New Hierarchy window
Cleaner, more informative, better for big scenes.
UI Toolkit boosts
UI shaders via Shader Graph
Filters like blur, tint, grayscale
Native vector graphic (SVG) support
Glyph-level text animation

GPU Lightmapper is now default
More consistent and much faster light baking.
Ray Tracing API improvements
Indirect instance addition, new hit shaders, keyword support.
Visual Effect Graph
Better templates, sticky notes, quality-of-life improvements.

Shader Graph upgrades

HTTP/2 support across all platforms
Netcode for Entities host migration
Keeps client-hosted sessions alive even if host drops.

New production-ready Blueprints for:
These shorten prototyping massively.

Android
Web
Windows
Render 3D as 2D
3D meshes can now live inside 2D lighting, masking, and sorting rules.

2D animation performance upgrades
Multi-threading, IK refactor, lower overhead.

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