That’s exactly why our long term focus is on URP. It’s already where the majority of our users are, and it’s where we’re concentrating future innovation.
At the same time, HDRP still delivers significant value in its current form, especially for existing projects that rely on its feature set. Our goal there is stability and ensuring those teams can ship on the latest generation consoles and reach more players without disruption.
What we’re sharing now is essentially the updated strategy. We are focusing our efforts directly on advancing URP rather than introducing one large, disruptive engine wide migration.
While there was strong positive feedback around the original unification idea, there were also real concerns around migration cost and risk. We are intentionally avoiding a single big switch where many systems change at once.
A lot of the unification work has already landed under the hood, for example with the unified Render Graph in 6.3. This makes it much easier for us to bring value and learnings from HDRP into URP over time, in a scalable and optional way, so more users benefit without a forced migration event.