Unity 6.4 is now available

Get access to the latest Engine version today by downloading Unity 6.4, and find everything included in this release in our “What’s New” documentation.

Unity 6.4 is a Supported release, which means it receives the same level of support as an LTS (including bug fixes and critical platform updates) until the next release is published. You can learn more about release support here. By continuously upgrading your Editor version with each supported release, you’ll gain quicker access to new features, improvements, and fixes. You’ll also narrow the change leap between LTSs.

Unsure how to go about upgrading? Check out the upgrade guide to help you go from previous Unity releases to Unity 6.4.

Highlights in the 6.4 release

Our commitment for Unity 6 is to provide a faster, more reliable, and more stable Engine. Building on 6.3 LTS, Unity 6.4 brings several new quality of life improvements, and demonstrates progress towards major upgrades in future releases.

ECS is now a Core Package

Starting in 6.4, the Entities Component system - including Entities, Collections, Mathematics, and Entities Graphics - are now implemented as Core packages and ship directly with the Editor. This allows the development teams to more quickly integrate the Entity Component System (ECS) into the Engine.

This setup helps us work towards implementing the ECS for Unity initiative, allowing development of the Engine and ECS together. This is part of a series of planned Engine updates for a cohesive Engine experience, combining CoreCLR, serialization modernization, and full entities integration. For more details, check out our recent Product Update livestream.

Project Auditor is built-in by default


Project Auditor in the Unity Editor

Project Auditor - available in previous Unity versions as a package - is now part of the Editor by default. This means it is always included and ready to use without any manual setup. Open it from Windows > Analysis > Project Auditor. Project Auditor uses rules to analyze your project, and as part of this change we’ve moved those into a new package (com.unity.project-auditor-rules). This means we can continue to add new rules and upgrade those without needing to upgrade the Unity version.

Multiplayer Matchmaker

We’re excited to announce four new features for Matchmaker that will give you greater control and visibility into your matchmaking operations.

First, you now have direct access to Matchmaker logs through the Unity Dashboard – view ticket creation, match results, allocation requests, and backfill activity all in one place, making debugging and monitoring significantly easier. We’ve also introduced OR operation support for pools and filters using CEL expressions, allowing you to create more flexible matching rules where players can satisfy any of multiple criteria rather than requiring all conditions to be met.

Additionally, the Unity Dashboard now displays your Matchmaker configuration history with timestamps, authors, and change diffs, giving you complete visibility into your configuration evolution.

These features were designed based on your feedback, and we can’t wait to see how they improve your matchmaking workflows!

And finally, as announced previously, Matchmaker now supports third party hosting.


Details of an unmatched ticket in the Unity Dashboard

Unity Core Standards: New Prompts for Unsigned Packages

Building on Unity Core Standards in Package Manager, we’ve added a pop-up during package installation to provide users with important information to make safer decisions for their projects. This pop-up requires users to acknowledge and proceed with installing unsigned packages, as well as packages that are sourced outside of Unity.


Example pop-up for unsigned package in Unity Package Manager

Platforms - Adaptive Performance & DirectStorage

Adaptive Performance - Custom scaler workflow improvements

We improved the workflow for Adaptive Performance with a redesigned UI for managing custom scalers. You can now add, remove, and configure your ScriptableObject-based scalers directly in a scaler profile in the Editor.

For more information, refer to Create custom scalers and Adaptive Performance provider settings reference.

Basic provider extended to consoles

We extended the Basic provider for Adaptive Performance to support the following consoles:

  • PlayStation®4
  • PlayStation®5
  • Xbox One
  • Xbox Series X|S

You can now use Adaptive Performance features, such as automatic quality scaling and bottleneck detection, on these console platforms. This will make porting games to these consoles a lot easier.

DirectStorage

DirectStorage is available for Textures, Meshes and DOTS/ECS data - allowing you to take full advantage of the speed benefits of Non-Volatile Memory Express Solid-State Drives (NVME SSDs) on Xbox consoles and PC. When optimizing with DirectStorage support, you can expect a significant performance boost of up to 40%.*

*Source: Product Verification. Disclaimer: only for Textures, Meshes, and ECS/DOTS data

……..

With the release of Unity 6.4, we’re continuing our commitment to providing a faster, more reliable, and more stable Engine. Please let us know here if you have questions, feedback, or excitement about how these updates will improve your experience with the Unity Editor.

18 Likes

The only Unity Package you really need is Project Auditor :slightly_smiling_face: Oops, now it’s part of Editor!

1 Like

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URP errors after updating from 6.3 to 6.4:

Library\PackageCache\com.unity.render-pipelines.core@6a60abc179f8\Runtime\RenderGraph\Compiler\PassesData.cs(805,20): error CS8168: Cannot return local 'actualPasses' by reference because it is not a ref local

Library\PackageCache\com.unity.render-pipelines.core@6a60abc179f8\Runtime\RenderGraph\Compiler\PassesData.cs(805,20): error CS8347: Cannot use a result of 'NativeArray<PassData>.implicit operator ReadOnlySpan<PassData>(in NativeArray<PassData>)' in this context because it may expose variables referenced by parameter 'source' outside of their declaration scope

Deleted Library, reinstalled packages, nothing works

6 Likes

How is this possible that I upgraded to 6.4 and everything worked fine for me :sweat_smile:.

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Very helpful post BTW.

Unity 6.3 LTS is recommended for production as any other LTS version.

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Treat first 4 versions after release as Release Candidate not Final release
Especially first one :slight_smile:

This way you always get it right what happening after every release :slight_smile:

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U mean 6.4.4 in this case?

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4 I do 12 versions. I am almost ready to upgrade to 6.3.12.

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Anyone else encountering an issue where the scene view is utterly broken in 6.4? I cannot navigate using the normal camera fly keys, and upon using the orientation widget, the view angle becomes locked, the widget gets visually broken (multiple labels appearing on top of each other), and the F key toggles orthographic/perspective instead of focusing on objects… It’s completely unusable

Yes
You can see that major issues from community will be resolved in 6.4.1 and 6.4.2
6.4.3 will be first where Fixed list of Release Noted will be way shorter
6.4.4 is first version you can consider for production project

This is because even with Huge test department you can not find find all bugs. But when millions of developers try it and everyone check his own corner case than we have big amount of Community reported bugs on start.

This is normal and unavoidable :slight_smile:

Yes for Unity 2022 and earlier I did the same but from Unity 6 it becomes stable earlier in my experience
Somewhere between x.4 and x.7 :slight_smile:

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That wasn’t needed. Backup your claims if you have so that people can help.
I personnaly doesn’t recognize your post as a universal truth at all. I have zero problem with the packages..

Focus on the technical stuff. Not ‘fancy features’. I really like the game-first direction Unity has come back to :slight_smile:
Didn’t knew about direct storage. Seems an interesting tech o_o

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It is indeed, actually quite happily surprised to see it.

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Hey @lexacutable are you using any custom layouts? Try resetting all layouts, however this will remove any customisation you have done, and see if that helps.

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If u haven’t noticed each new pipeline version requires publishers to release updates in order to support it, which is something that didn’t use to happen. This is the universal truth u r lookin for.

Same thing. Major usability regressions weren’t fixed in 6.3.7, seems like it’s alright now

“You can now enable multithreading for Web builds by using the Burst compiler.”
That’s amazing!
A chance to bring my generative terrain to web…

3 Likes

This part in the docs is somewhat incorrect:

Unity now validates that every individual class in a class hierarchy is decorated with the [Serializable] attribute if one of them is. If the [Serializable] attribute is present on a class but missing from either a class it derives from or a class that derives from it, then the Unity Editor issues a warning.

The warning is only issued when an affected class is assigned to a [SerializeReference] field. Also, it isn’t issued when [Serializable] is missing from a derived class; only classes assigned to such fields and their ancestors in the hierarchy are affected. The actual behavior seems much more manageable to me than the one in the docs. The docs gave me a little jump scare.

1 Like