# \#6.7-alpha

**URL:** https://discussions.unity.com/tag/6-7-alpha/160395.md

[Latest](https://discussions.unity.com/latest.md) · [Categories](https://discussions.unity.com/categories.md) · [Tags](https://discussions.unity.com/tags.md)

---

## [Planned breaking changes in Unity 6.7](https://discussions.unity.com/t/planned-breaking-changes-in-unity-6-7/1723293)

<div class="topic-metadata">

**Author:** [@RichardFine](https://discussions.unity.com/u/RichardFine)\
**Replies:** 53\
**Last updated:** [October 30, 2026, 1:27am UTC](https://discussions.unity.com/t/planned-breaking-changes-in-unity-6-7/1723293 "2026-10-30T01:27:53Z")

</div>

Hi everyone, As we did with Unity 6.6, here is some early notice about upcoming breaking changes we plan to make in Unity 6.7. While our goal is for every release in the 6.x series to be a completely seamless upgrade e…

---

## [Preview of Screen Space Reflections for URP](https://discussions.unity.com/t/preview-of-screen-space-reflections-for-urp/1721494)

<div class="topic-metadata">

**Author:** [@Pema-Malling](https://discussions.unity.com/u/Pema-Malling)\
**Replies:** 89\
**Last updated:** [October 29, 2026, 3:09am UTC](https://discussions.unity.com/t/preview-of-screen-space-reflections-for-urp/1721494 "2026-10-29T03:09:36Z")

</div>

We are currently working on an implementation of Screen Space Reflections for URP, which we aim to ship in Unity 6.7. This is part of a larger initiative to improve the graphical fidelity of URP. Today we are pleased to …

---

## [3d isometric foreground silhouette](https://discussions.unity.com/t/3d-isometric-foreground-silhouette/1740404)

<div class="topic-metadata">

**Author:** [@chenabadi65](https://discussions.unity.com/u/chenabadi65)\
**Replies:** 1\
**Last updated:** [October 26, 2026, 1:19pm UTC](https://discussions.unity.com/t/3d-isometric-foreground-silhouette/1740404 "2026-10-26T13:19:42Z")

</div>

Hi everyone! I’m working on a stylized 3D isometric game in Unity 6 using URP, and I’m trying to achieve a specific foreground effect similar to what you can see in games like Hades. I want to place environmental objec…

---

## [Check in with local and cloud vs simple git commit push](https://discussions.unity.com/t/check-in-with-local-and-cloud-vs-simple-git-commit-push/1736243)

<div class="topic-metadata">

**Author:** [@AndreaGalet](https://discussions.unity.com/u/AndreaGalet)\
**Replies:** 2\
**Last updated:** [September 17, 2026, 10:23am UTC](https://discussions.unity.com/t/check-in-with-local-and-cloud-vs-simple-git-commit-push/1736243 "2026-09-17T10:23:00Z")

</div>

I was wondering why Unity Version Control manages commits and pushes this way. In a local repository, doing a ‘check-in’ acts as a local commit, requiring you to go to the Sync view (after you set up everything there, wh…

---

## [Preview of URP Ground Truth Ambient Occlusion (GTAO)](https://discussions.unity.com/t/preview-of-urp-ground-truth-ambient-occlusion-gtao/1724061)

<div class="topic-metadata">

**Author:** [@Myeongseon-Kim](https://discussions.unity.com/u/Myeongseon-Kim)\
**Replies:** 14\
**Last updated:** [October 5, 2026, 9:32am UTC](https://discussions.unity.com/t/preview-of-urp-ground-truth-ambient-occlusion-gtao/1724061 "2026-10-05T09:32:56Z")

</div>

We’re working on a major upgrade to URP’s Screen Space Ambient Occlusion, as part of a larger initiative to improve URP’s graphical fidelity, and we aim to ship it in Unity 6.7. Today we’re pleased to show a first versio…

---

## [Single world hosting breaks Prespawn ghosts with 1 client](https://discussions.unity.com/t/single-world-hosting-breaks-prespawn-ghosts-with-1-client/1737638)

<div class="topic-metadata">

**Author:** [@LonelyGameDev](https://discussions.unity.com/u/LonelyGameDev)\
**Replies:** 0\
**Last updated:** [September 25, 2026, 9:09pm UTC](https://discussions.unity.com/t/single-world-hosting-breaks-prespawn-ghosts-with-1-client/1737638 "2026-09-25T21:09:14Z")

</div>

I was testing the Experimental Single World Hosting and I was dealing with a issue not noted in the document for it. A singleton I had prespawned in the level couldn’t be found by one of the systems, after looking in the…

---

## [\[Meta Quest\]\[Vulkan\]\[URP\] View-dependent horizontal colour corruption with MSAA](https://discussions.unity.com/t/meta-quest-vulkan-urp-view-dependent-horizontal-colour-corruption-with-msaa/1737601)

<div class="topic-metadata">

**Author:** [@DavidZobrist1](https://discussions.unity.com/u/DavidZobrist1)\
**Replies:** 1\
**Last updated:** [September 25, 2026, 3:19pm UTC](https://discussions.unity.com/t/meta-quest-vulkan-urp-view-dependent-horizontal-colour-corruption-with-msaa/1737601 "2026-09-25T15:19:33Z")

</div>

Hi Unity XR/Graphics team, I am seeing severe, intermittent colour corruption in Android standalone builds on Meta Quest. It appears only at certain head/camera angles and affects the whole view: broad horizontal green/…

---

## [CoreCLR not useful with .NET Standard limitations](https://discussions.unity.com/t/coreclr-not-useful-with-net-standard-limitations/1736573)

<div class="topic-metadata">

**Author:** [@zezba9000](https://discussions.unity.com/u/zezba9000)\
**Replies:** 7\
**Last updated:** [September 19, 2026, 10:47am UTC](https://discussions.unity.com/t/coreclr-not-useful-with-net-standard-limitations/1736573 "2026-09-19T10:47:51Z")

</div>

Why is CoreCLR mode limited to .NET Standard 2.1 in Unity 6.7? I was going to test out Bepu Physics but its still stuck on C# 9 and .NET Standard when CoreCLR under .NET 10 has zero of these limitations for PC.

---

## [Unity 6.7 Alpha 6 UI Toolkit Update (Shader Graph Filters)](https://discussions.unity.com/t/unity-6-7-alpha-6-ui-toolkit-update-shader-graph-filters/1735679)

<div class="topic-metadata">

**Author:** [@jGate99](https://discussions.unity.com/u/jGate99)\
**Replies:** 7\
**Last updated:** [September 18, 2026, 12:04am UTC](https://discussions.unity.com/t/unity-6-7-alpha-6-ui-toolkit-update-shader-graph-filters/1735679 "2026-09-18T00:04:12Z")

</div>

Hi Team, Great work on another UI Toolkit update! Could you please share the documentation link for UI Toolkit: Shader Graph support for UIToolkit Filters? If formal documentation isn’t available yet, a short overview …

---

## [Surface Cache Global Illumination material error on LiberationSans SDF Material](https://discussions.unity.com/t/surface-cache-global-illumination-material-error-on-liberationsans-sdf-material/1735927)

<div class="topic-metadata">

**Author:** [@AndreaGalet](https://discussions.unity.com/u/AndreaGalet)\
**Replies:** 1\
**Last updated:** [September 17, 2026, 1:05pm UTC](https://discussions.unity.com/t/surface-cache-global-illumination-material-error-on-liberationsans-sdf-material/1735927 "2026-09-17T13:05:01Z")

</div>

The material ‘LiberationSans SDF Material’ used by ‘Label North’ does not have a ‘Meta’ shader pass and cannot be used by Surface Cache Global Illumination. A fallback material will be used for this material instead.

---

## [MSAA cannot be used when using SSR Transparent in Unity 6000.7.0a4](https://discussions.unity.com/t/msaa-cannot-be-used-when-using-ssr-transparent-in-unity-6000-7-0a4/1735383)

<div class="topic-metadata">

**Author:** [@ozgurkekw1](https://discussions.unity.com/u/ozgurkekw1)\
**Replies:** 1\
**Last updated:** [September 17, 2026, 10:38am UTC](https://discussions.unity.com/t/msaa-cannot-be-used-when-using-ssr-transparent-in-unity-6000-7-0a4/1735383 "2026-09-17T10:38:29Z")

</div>

I made a water shader for my project in Unity 6000.7.0a4 and am using SSR for reflections; however, when I select “Transparent and Opaques” in Visual Mode, the camera goes black and the Game Screen disappears. The only s…

---

## [Unity 6000.7.0a5 crashes after adding the Visual Studio Editor 2.0.28 package to a project](https://discussions.unity.com/t/unity-6000-7-0a5-crashes-after-adding-the-visual-studio-editor-2-0-28-package-to-a-project/1734497)

<div class="topic-metadata">

**Author:** [@NadaZilch](https://discussions.unity.com/u/NadaZilch)\
**Replies:** 13\
**Last updated:** [September 12, 2026, 3:43pm UTC](https://discussions.unity.com/t/unity-6000-7-0a5-crashes-after-adding-the-visual-studio-editor-2-0-28-package-to-a-project/1734497 "2026-09-12T15:43:34Z")

</div>

Hi! I found a bug in Unity 6000.7.0a5. When I add the Visual Studio Editor 2.0.28 package to the project, Unity crashes (reported as IN-151913). Steps to Reproduce Open Package Manager in a Unity 6000.7.0a5 project. Ad…

---

## [6000.7.0a3: "Curl error 3" from every single exception in engine code](https://discussions.unity.com/t/6000-7-0a3-curl-error-3-from-every-single-exception-in-engine-code/1736375)

<div class="topic-metadata">

**Author:** [@TheDemiurge](https://discussions.unity.com/u/TheDemiurge)\
**Replies:** 1\
**Last updated:** [September 12, 2026, 3:42pm UTC](https://discussions.unity.com/t/6000-7-0a3-curl-error-3-from-every-single-exception-in-engine-code/1736375 "2026-09-12T15:42:45Z")

</div>

I’ve been working in 6.7.0a3 and it seems like every time there’s an exception thrown from engine code (simple example: passing a null to Instantiate()), the log also gets a “Curl error 3: URL rejected: Malformed input t…

---

## [CoreCLR vs IL2CPP vs Mono: The performance gains are awesome!](https://discussions.unity.com/t/coreclr-vs-il2cpp-vs-mono-the-performance-gains-are-awesome/1736285)

<div class="topic-metadata">

**Author:** [@KevinFernandes](https://discussions.unity.com/u/KevinFernandes)\
**Replies:** 4\
**Last updated:** [September 11, 2026, 11:00pm UTC](https://discussions.unity.com/t/coreclr-vs-il2cpp-vs-mono-the-performance-gains-are-awesome/1736285 "2026-09-11T23:00:06Z")

</div>

Just wanted to say thank you to the Unity team for tackling this. Was trying 6.7 latest version on an architecture/framework I’ve been working on for a while and testing against different solutions both C++ and Unity C#…

---

## [Why can Addressables create assets in the Library folder, but I can’t?](https://discussions.unity.com/t/why-can-addressables-create-assets-in-the-library-folder-but-i-can-t/1735842)

<div class="topic-metadata">

**Author:** [@Pek1ng](https://discussions.unity.com/u/Pek1ng)\
**Replies:** 7\
**Last updated:** [September 10, 2026, 3:06pm UTC](https://discussions.unity.com/t/why-can-addressables-create-assets-in-the-library-folder-but-i-can-t/1735842 "2026-09-10T15:06:55Z")

</div>

I’m trying to remove the Addressables package from a Unity 6.7 project and use Content Directories directly. While referring to the Addressables implementation, I noticed that it can call AssetDatabase.CreateAsset with …

---

## [Memory64 runtime OOM at ~16 GiB (webGLMaximumMemorySize overridden to 131072)](https://discussions.unity.com/t/memory64-runtime-oom-at-16-gib-webglmaximummemorysize-overridden-to-131072/1735909)

<div class="topic-metadata">

**Author:** [@pykatellar](https://discussions.unity.com/u/pykatellar)\
**Replies:** 14\
**Last updated:** [September 9, 2026, 8:21am UTC](https://discussions.unity.com/t/memory64-runtime-oom-at-16-gib-webglmaximummemorysize-overridden-to-131072/1735909 "2026-09-09T08:21:47Z")

</div>

Memory64 runtime OOM at \\~16 GiB (webGLMaximumMemorySize overridden to 131072) Hello Unity Team, I was testing Unity WebGL Memory64 and noticed what appears to be a hard runtime limit around 16 GiB. Environment Pl…

---

## [When adding profiles (why force user through a import process)](https://discussions.unity.com/t/when-adding-profiles-why-force-user-through-a-import-process/1735998)

<div class="topic-metadata">

**Author:** [@Player7](https://discussions.unity.com/u/Player7)\
**Replies:** 3\
**Last updated:** [September 8, 2026, 4:25pm UTC](https://discussions.unity.com/t/when-adding-profiles-why-force-user-through-a-import-process/1735998 "2026-09-08T16:25:16Z")

</div>

This is just stupid, multiple build profiles added, yet upon adding them it forces the user through an entire project switch over to one of them, it doesn’t know which one to pick it doesn’t even know if I wanted to swit…

---

## [Stylized Cat Warrior — 3D Character Art | Open for Commissions](https://discussions.unity.com/t/stylized-cat-warrior-3d-character-art-open-for-commissions/1735970)

<div class="topic-metadata">

**Author:** [@pogpashokpian598080](https://discussions.unity.com/u/pogpashokpian598080)\
**Replies:** 0\
**Last updated:** [September 7, 2026, 4:27pm UTC](https://discussions.unity.com/t/stylized-cat-warrior-3d-character-art-open-for-commissions/1735970 "2026-09-07T16:27:51Z")

</div>

Hi everyone! I’d like to share my latest 3D character project — a stylized cat warrior. I focused on the character design, stylized materials, and the oversized mechanical gauntlets. I wanted to create a character with…

---

## [Entity UI QOL Tests](https://discussions.unity.com/t/entity-ui-qol-tests/1735914)

<div class="topic-metadata">

**Author:** [@lcizzle](https://discussions.unity.com/u/lcizzle)\
**Replies:** 0\
**Last updated:** [September 7, 2026, 8:50am UTC](https://discussions.unity.com/t/entity-ui-qol-tests/1735914 "2026-09-07T08:50:15Z")

</div>

Testing the implementation of some entity qol UI changes. I have some tools that are very similar when it comes to GameObjects and their components. Not much you can do with entity components though but not having to sc…

---

## [Unity 6.7 scene reload default off](https://discussions.unity.com/t/unity-6-7-scene-reload-default-off/1735597)

<div class="topic-metadata">

**Author:** [@AndreaGalet](https://discussions.unity.com/u/AndreaGalet)\
**Replies:** 3\
**Last updated:** [September 6, 2026, 10:06am UTC](https://discussions.unity.com/t/unity-6-7-scene-reload-default-off/1735597 "2026-09-06T10:06:56Z")

</div>

Is scene reload off by default on Unity 6.7 alpha?

---

## [New Hierarchy window custom icons?](https://discussions.unity.com/t/new-hierarchy-window-custom-icons/1734188)

<div class="topic-metadata">

**Author:** [@OverBridges](https://discussions.unity.com/u/OverBridges)\
**Replies:** 1\
**Last updated:** [September 5, 2026, 7:34pm UTC](https://discussions.unity.com/t/new-hierarchy-window-custom-icons/1734188 "2026-09-05T19:34:21Z")

</div>

Will there be (or is there already) a way to specify custom icons dynamically in the New Hierarchy window? Currently in the 6.7 alpha the icons come from the component icons, but there doesn’t seem to be a way to dynami…

---

## [Transparent reflections in SSR cannot be used when MSAA is enabled](https://discussions.unity.com/t/transparent-reflections-in-ssr-cannot-be-used-when-msaa-is-enabled/1735486)

<div class="topic-metadata">

**Author:** [@krangs](https://discussions.unity.com/u/krangs)\
**Replies:** 1\
**Last updated:** [September 5, 2026, 3:21pm UTC](https://discussions.unity.com/t/transparent-reflections-in-ssr-cannot-be-used-when-msaa-is-enabled/1735486 "2026-09-05T15:21:35Z")

</div>

I am using Unity 6000.7.0a4 and created a water shader; I am using SSR for reflections, but when I set the Visual Quality mode to “Opaques and Transparents,” the camera view turns black and becomes unusable. It only reso…

---

## [Customizable Main Toolbar: Unity 6.7 improvements](https://discussions.unity.com/t/customizable-main-toolbar-unity-6-7-improvements/1733331)

<div class="topic-metadata">

**Author:** [@ThomasLopez](https://discussions.unity.com/u/ThomasLopez)\
**Replies:** 21\
**Last updated:** [September 3, 2026, 6:13pm UTC](https://discussions.unity.com/t/customizable-main-toolbar-unity-6-7-improvements/1733331 "2026-09-03T18:13:36Z")

</div>

Hello there! I just want to announce a couple of improvements for the Customizable MainToolbar that landed in 6.7 already ! Everything should be available to you in the next Alpha version of the Editor \* The groups …

---

## [Visible banding in UI Toolkit CSS gradients](https://discussions.unity.com/t/visible-banding-in-ui-toolkit-css-gradients/1733843)

<div class="topic-metadata">

**Author:** [@jGate99](https://discussions.unity.com/u/jGate99)\
**Replies:** 8\
**Last updated:** [September 2, 2026, 8:13am UTC](https://discussions.unity.com/t/visible-banding-in-ui-toolkit-css-gradients/1733843 "2026-09-02T08:13:57Z")

</div>

Hi Ui Team I’m seeing noticeable color banding in wide, dark UI Toolkit linear-gradient and radial-gradient backgrounds, both editor and on mobile. The project uses Linear color space and URP Please advise

---

## [Hierarchical tree for entities](https://discussions.unity.com/t/hierarchical-tree-for-entities/1735312)

<div class="topic-metadata">

**Author:** [@SagaDev75](https://discussions.unity.com/u/SagaDev75)\
**Replies:** 0\
**Last updated:** [September 1, 2026, 7:23am UTC](https://discussions.unity.com/t/hierarchical-tree-for-entities/1735312 "2026-09-01T07:23:47Z")

</div>

I have a set of entities that logically “belong” to a parent entity, but this relationship has nothing to do with spatial transformations. I use a custom component instead of Parent: public struct Owner : IComponentDa…

---

## [Graphs with multiple subgraph types](https://discussions.unity.com/t/graphs-with-multiple-subgraph-types/1734617)

<div class="topic-metadata">

**Author:** [@dotryen](https://discussions.unity.com/u/dotryen)\
**Replies:** 1\
**Last updated:** [August 24, 2026, 1:34am UTC](https://discussions.unity.com/t/graphs-with-multiple-subgraph-types/1734617 "2026-08-24T01:34:49Z")

</div>

I am porting over functionality from a different engine using the new Graph Toolkit solution. I have been having a stellar time so far. I am currently checking out the 6.7 Alpha to use the new State Machine graphs. Afte…

---

## [\[Feature Request\] Extensible Build-Time Asset Packing via Marker Interfaces (Decoupling Editor SOs from Build bytes with Native Fallback)](https://discussions.unity.com/t/feature-request-extensible-build-time-asset-packing-via-marker-interfaces-decoupling-editor-sos-from-build-bytes-with-native-fallback/1733534)

<div class="topic-metadata">

**Author:** [@BloodShadow213](https://discussions.unity.com/u/BloodShadow213)\
**Replies:** 1\
**Last updated:** [August 21, 2026, 3:32pm UTC](https://discussions.unity.com/t/feature-request-extensible-build-time-asset-packing-via-marker-interfaces-decoupling-editor-sos-from-build-bytes-with-native-fallback/1733534 "2026-08-21T15:32:37Z")

</div>

Hello Unity Team and Community, I would like to propose a highly flexible, decoupled architecture for a custom asset build pipeline. This feature targets the common architectural issue where ScriptableObjects (SO) are i…

---

## [6.7a2/a3 bugs](https://discussions.unity.com/t/6-7a2-a3-bugs/1732465)

<div class="topic-metadata">

**Author:** [@Player7](https://discussions.unity.com/u/Player7)\
**Replies:** 22\
**Last updated:** [August 19, 2026, 5:15pm UTC](https://discussions.unity.com/t/6-7a2-a3-bugs/1732465 "2026-08-19T17:15:25Z")

</div>

I thought a3 would fix this issue where double clicking on the \[Game\] tab to make it full screen woudn’t crash the editor ie it just locks up, and coming out of playmode would be instant, it seems coming out of playmode …

---

## [MSBuild Compilation Options For Assemblies - Unity 6.7 Alpha 3](https://discussions.unity.com/t/msbuild-compilation-options-for-assemblies-unity-6-7-alpha-3/1732143)

<div class="topic-metadata">

**Author:** [@Jonathan-Westfall-8Bits](https://discussions.unity.com/u/Jonathan-Westfall-8Bits)\
**Replies:** 3\
**Last updated:** [August 18, 2026, 1:26pm UTC](https://discussions.unity.com/t/msbuild-compilation-options-for-assemblies-unity-6-7-alpha-3/1732143 "2026-08-18T13:26:30Z")

</div>

Just assuming, but I am guessing not all packages are ready to have the MSBuild Compilation option enabled. Is there anything we should know a bit before hand if wanting to test the option out. Was wanting to try it for …

---

## [Unity Visual Scripting Performance Update? (CoreCLR ready)](https://discussions.unity.com/t/unity-visual-scripting-performance-update-coreclr-ready/1730799)

<div class="topic-metadata">

**Author:** [@Litoid](https://discussions.unity.com/u/Litoid)\
**Replies:** 6\
**Last updated:** [August 12, 2026, 12:09am UTC](https://discussions.unity.com/t/unity-visual-scripting-performance-update-coreclr-ready/1730799 "2026-08-12T00:09:35Z")

</div>

From the users who gathered to make Community Addons… We introduce the uVS Optimus project. The main programmer is X7, most credits to him for his deep manual work (ai-less) to revamp what was buried inside uVS internal…

[Next page](https://discussions.unity.com/tag/6-7-alpha/160395.md?match_all_tags=true&page=1&tags%5B%5D=6.7-alpha)
