Hi everyone, I'm Martin Best, Product Architect here at Unity, and I’m excited to announce that Unity 6 is now available for download.
Unity 6 represents the beginning of the next generation of the Unity Engine and is the new official version name for what was previously referred to as Unity 2023 LTS. Our teams have been hard at work to deliver you the most stable and performant release to date in order to bring you new features that will enhance your creativity in the Editor.
To learn more about Unity 6's stability, performance, and our support commitment, hear directly from our CEO, Matt Bromberg, here.
With Unity 6, you’ll get access to faster rendering, advanced lighting options, seamless multiplayer workflows, enhanced AI capabilities, and improved support for mobile web runtimes. You can find more details in the official release notes.
All of us at Unity are incredibly proud of this release and excited to see the creative possibilities it unlocks for you, the community. To give you more insight on what’s in Unity 6, we asked our product teams to share the features they hear the community is most excited about with you.
Boost rendering performance
Hi, I’m Oliver Schnabel, Senior Technical Product Manager for Graphics.
Unity 6 is delivering many performance improvements to both URP and HDRP, and I am really proud of the optimizations we have made to both render pipelines. We’re introducing a series of optimizations aimed at speeding up production across platforms, reducing performance overhead, and enabling smoother, more intricate scenes.
GPU Resident Drawer will allow you to efficiently render larger, more detailed worlds across all platforms including, high-end mobile, PC, and consoles. It optimizes the CPU cost by transferring static objects from CPU to GPU without complicated manual optimization. GPU Occlusion Culling boosts performance by reducing the overdraw per frame, making sure you’re not rendering things that aren’t visible. Our cross-platform temporal upscaler called Spatial Temporal Post-Processing (STP) takes frames rendered at a lower resolution and upscales them, producing a high-quality, temporally antialiased image.
We’ve tested these features and have seen more than 2X more performance thanks to the GPU Resident Drawer (when lots of instances are used) or STP (when the GPU is bound by full-screen effects or fill rate).
We’ve also received great feedback about Render Graph. Mobile developers will appreciate it for its memory and energy efficiency, while PC and console developers will value its high level of customization. We’ve seen significantly lowered memory bandwidth by up to 50%, which improves battery consumption and reduces heat. The Split Graphics Jobs for DirectX12 allows us to multithread the processing of graphics commands, boosting performance – particularly in larger projects with intricate environments. We tested Split Jobs using internal benchmarks and real game productions and measured up to a 40% reduction in CPU latency. We also introduced DX12 Graphics Jobs support in Editor, improving rendering performance in the Scene and Game views.
One of the best ways to experience many of these features is through our Fantasy Kingdom in Unity 6 URP Demo, now available to download through the Asset Store. #madewithunity #gamedevelopmentcompany #геймдев
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