Hi everyone,
Coming out of Unite and the Unity Engine roadmap session, we’d like to share a UI Toolkit progress update: what’s new in 6.3, what’s actively in development, and where we need your input on what to tackle next.
Summary of what’s new in Unity 6.3
Unity 6.3 brings a packed set of upgrades to UI Toolkit, spanning rendering, authoring, testing, and text, so you can build sharper, faster, and more maintainable interfaces.
- Vector graphics for UI: Native SVG import and rendering in UI Toolkit. Use scalable assets that stay sharp at any resolution, with Painter2D for antialiased results. Configure assets as UI Toolkit Vector Images and apply them in UI Builder.
- Custom shaders for UI Toolkit via Shader Graph: New UI target and Render Type Branch node to control rendering per mesh type. Materials can be assigned in code, USS, or UI Builder. Available in 6.3 for URP.
- Post-processing filters via USS: Built-in filters (blur, grayscale, invert, opacity, sepia, tint, hue-rotate, contrast) plus custom filter definitions. Filters apply to subtrees for localized effects.
- World-space UI (in 6.2): Runtime UI in 3D space with proper sizing, transforms, and interaction, expanded by 6.3’s rendering and styling updates.
- Quality-of-life in authoring: Image control in UI Builder, aspect-ratio property for layouts, auto-resize text, and extensibility APIs for custom controls.
- UI testing framework: UI Test Fixtures for controlling the update loop, simulating interactions, and validating hierarchy or visual state locally and in CI.
- Advanced Text Generator (ATG) migration continued with UI Toolkit in the Editor itself now using ATG by default with full unicode and bi-directional (inc. RTL) text support.
What’s in active development
Here’s what we’re actively building next. These features aim to make UI Toolkit faster to author, better for animation, broader in styling via standard USS, and easier to ship at scale.
- Advanced animation workflows: Author keyframed animations for VisualElements directly in the Animation window, with in-context previews.
- Scene-view UI authoring: Place, select, and manipulate UI in the Scene view using the new Scene Hierarchy. Supports animation workflows and world-space UI.
- Referencing of Visual Element defined in UXML, from MonoBehaviour scripts.
- Additional improvements to UI Toolkit custom shaders, such as support for vertex data
- Visual polish with standard USS properties: Gradients, drop shadows, and blur or backdrop-style effects.
- Performance and profiling focus: Work to keep UI Toolkit fast and predictable, plus improved tooling to help you diagnose bottlenecks.
- Continued development of Advanced Text Generator (ATG) parity, moving IMGUI and UI Toolkit runtime defaults to ATG, bringing full unicode and bi-directional (inc. RTL) text support to both Editor and Runtime.
We aim to land the features above by Unity 6.7 LTS, with increments arriving in supported updates between now and then.
What should we prioritize next?
We’re planning beyond Unity 6.7 and want your guidance. The most-requested areas we’ve heard lately include:
- Figma-to-Unity import for UI Toolkit
- Particles and 3D objects in UI
- Soft masking
- Addressable Asset Bundles support
- Grid layout aligned with CSS Grid
- Additional CSS properties and selectors
- Z-index, gap, media queries; pseudo-classes such as
:first-child,:last-child,:nth-child - Additional units, such as vh/vw and em/rem
- Z-index, gap, media queries; pseudo-classes such as
- Data bindings improvements
- Event binding in UXML
- Add support for non-attribute bindings, such as itemsSource, and UXMLObjects
- Mock data source workflows
- Streamline ListView bindings
- Bindings debugging workflows
- APIs to manipulate UI assets and load UXML/USS at runtime
Tell us what matters most for your production workflows. Which items unblock you fastest? If we missed related needs, please share specifics.
Share feedback
We’d love to hear what you need next and what you’re building with the latest features. If you’ve adopted vector graphics, filters, custom shaders, or world-space UI, tell us how they’re working for you. If you’re planning a migration or prototyping new interfaces, share what you hope to build and which features would help you get there fastest. Examples, priorities, and constraints help us focus on what matters most.
Thanks for building with UI Toolkit. Your feedback directly shapes what lands in supported updates and next year’s LTS.
*Edit (Dec 2, 2025): Updated the UI Test Framework link to the dedicated post — UI Test Framework ![]()