Get insight into our future plans, and when you can expect new features and functionality in Unity to be released. Please note that our primary goal is to provide you with stable and reliable releases. As such, any indications of target release dates and features listed are subject to change.
- On Track
- At Risk
Current Release: 5.3.x
Latest stable Unity releaseDownload current release
2D: Buoyancy Effector
A new 2D physics effector that provides 2D buoyancy and fluid-flow forces.
2D: New Joints
2D: Placeholder Asset Creation Tool
Easily create primitives like diamonds, n-sided polygons, for 2D game prototyping.
Animation: Additive animation workflow improvements
Provide workflow where users specify a reference frame for additive animation. We also allow authoring of additive animation clips.
Animation: Euler animation curve import
Support for direct import and evaluation of Euler rotation curves in the engine. This is useful for some animation - like Camera cuts - where quaternion baking can't reproduce the exact behaviour of euler curves.
Animation: HumanPoseHandler API
Allows to map the pose of a Humanoid Avatar into another Avatar
Deploy: LZ4 data compression
Introduces realtime LZ4 decompression for AssetBundles
Editor: Basic Multi-scene Editing
Allows you to open and edit multiple scenes in the editor. Ideal for creating large world
Graphics: Async Texture Upload
A new feature that enables asynchronous loading of Texture Data from disk and enables time-sliced upload to GPU on the Render-thread. This reduces wait for texture GPU uploads in the main thread.
Graphics: Frame Debugger Improvements
- Remote frame debugger: run it on the remote device (e.g. Android).
- Displays shader properties used by the draw calls.
Graphics: Multi-threaded Rendering Phase 1
- Move off main thread:
- Flares, Halos, Lines, Trails
Graphics: OpenGL 4.x support
- OpenGL 4.5 support in Windows & Linux Standalone and Editor
- OpenGL 4.1 support in Mac Standalone and Editor
- OpenGL ES 3.1 AEP support on Windows for emulation
- Threaded OpenGL rendering on Windows
Graphics: Render to multiple displays on PC
Graphics: Shader Optimizations
- Shader data size / load time / memory improvements for large shaders
UnityEngine.JsonUtility is a runtime API for serializing and deserializing objects to JSON format.
Upgrading MonoDevelop to version 5.9
Networking: Host Migration
Support for migrating the "host" of a network game to be one of the non-host clients when the host is disconnected or crashes. This should allow the game to continue with only a slight interruption for the other players.
This will work with the network HLAPI for LAN games.
Particles: System Upgrade
- Custom pivot points
- Render in world, view or local space
- 3D rotation
- System scaling
- Skinned mesh emitter shape source
- New 3D collision parameters
- 2D collision support
- All module properties can now be set from script, including curves and gradients.
- Emission, Shape, Velocity over Lifetime, Force over Lifetime, Color over Lifetime, Color by Speed, Size over Lifetime, Size by Speed, Rotation over Lifetime, Rotation by Speed, External Forces, Collision, Sub Emitters and Texture Sheet Animation.
- Inherit Velocity module: new options for inheriting emitter velocity, including curve support
Platform: Apple TV
Platform: IL2CPP for Windows Store Apps
Platform: WebGL Improvements
- Soft Shadow support - Better quality for Standard shaders
- Automatic decompression of downloads if the server does not handle compression
Services: In-App Purchases (IAP) Basic Integration
- Support for transaction APIs to implement In-App Purchases in your application across the most popular App Stores
- Supported platforms include: iOS App Store, Mac App Store, Google Play, and Universal Windows Apps
- Support for consumable, non-consumable, and subscription items
- Aggregate, cross-platform revenue reporting and spender analytics through the Unity Analytics dashboard
SpeedTree: Billboard Improvements
- Can Cast and receive real-time shadows
- Performance improvements via batching
Test: Editor Test Runner
Stabilization in progress. Target : July 2016.Download beta
Editor: Localization of Editor UI
Localization of the Editor UI. (No runtime or building localized assets)
Editor: Retina/HDPI Support
- Crisp fonts and 3D views on retina displays on OS X.
- Most existing editor code will just support retina without changes.
Update: Zoomable game view complete, but late found issue on dependent OpenGL legacy backend prevents making 5.3.
Editor: Zoomable Game View
- Better ability to view resolutions larger than what the Game View can fit.
- Ability to scroll with scroll bars or zoom out until it fits in the view.
Update: Late found issue on dependent OpenGL legacy backend prevents making 5.3.
Global Illumination: Light probe grids for large objects(Light Probe Proxy Volumes)
The Light Probe Proxy Volume component will offer the possibility to get better ambient lighting information for large dynamic objects that cannot use baked lightmaps. A good fit for this feature would be large particle systems or skinned meshes.
Graphics: Basic GPU Instancing Support
- Use GPU instancing to draw a large amount of identical geometries with very few draw calls.
- Works with BillboardRenderers and MeshRenderers that use the same material and the same mesh.
- Enhanced Standard shader & SpeedTree shader with instancing support.
- Only needs a few changes to your own shader to enable it for instancing.
- Set per-instance shader properties from script via MaterialPropertyBlock.
- Supported platforms:
- Windows: DX11 / DX12 with SM 4.0 and up.
- OS X and mobile platforms support might come in 5.4.
- Console platforms support will come later.
Graphics: Depth of Field Image Effect
Improved depth of field, more performant, better quality. Supports multiple aperture shapes, and bokeh textures.
Graphics: Motion Vector rendering
- Cameras can render motion vectors for dynamic objects, including skinned meshes
- Useful for motion blur, temporal anti-aliasing and other post-processing effects
- Built-in motion vector shaders handle majority of cases; possible to write custom motion vector passes for shaders too
Graphics: Multi-threaded Rendering Phase 2
- Parallel command list generation
Graphics: OpenGL2 legacy support removal on Windows
Graphics: SSRR (Screen Space Raytraced Reflections)
- Screen space raytraced reflections (SSRR) image effect is in development, that would provide more accurate reflections where possible, and fallback to reflection probes where screenspace information is missing.
Update: SSRR was split off from 5.2 work. This should just be an asset with the Standard Asset package, so it may still function with 5.2.
Update 2: Feedback is showing that it needs further work, delaying official release while considering a separate experimental release.
Update 3: Available here and on the asset store (when 5.3 is released)
Graphics: Texture Array support
Expose ability to use DX10/GL3/Metal 2D texture arrays in shaders, with a scripting API to manipulate them.
Graphics: Tonemapping and Color Grading
Improved color grading with support for LUT, exposure, gamma, and other filmic settings in one post process effect.
- Performance optimization
- Non uniform scaling
- Change the width and height of individual particles independently
- Scriptable trigger system
- Detect when particles are inside or outside a collection of physics colliders, and use a script callback to react to the trigger
- Expose all properties to animation
Platform: Substance for Windows Store Apps
Platform: Sunsetting iOS 6.x support
Platform: Sunsetting WebPlayer for all OSes
Platform: WebGL Improvements
- Option for fast build iteration times for development builds
Services: In-App Purchases (IAP) Advanced Integration
- FakeBillingService to allow testing in sandbox environment
- Support for client-side receipt verification and backend support for unified receipts
- Export facilities for bulk upload to the iOS App Store and Google Play
- Advanced revenue reporting and spender analytics through the Unity Analytics dashboard
VR: Single Pass VR
Improves performance across PC and PS4 integrated VR platforms by drawing to both eyes at the same time.
VR: Native SteamVR support
Integrated VR support for the HTC Vive.
Usability and Functional FeedbackJoin Feedback Panel
AI: NavMesh workflow and bake API
- Workflow: the workflow is now based on components
- NavMesh Surface component describes a volume where the navmesh will be build, you can have multiple volumes, in any orientation
- NavMesh Portal is a new component which allows to connect two NavMeshes with a wide link
- NavMesh Modifier allows to change the area type of the NavMesh which falls inside the volume
- NavMesh Markup allows fine grained control of area types per Game Object, replaces static flags
- Bake API: everything above is built on top of a simple API which allows you to pass in the geometry that will contribute to the NavMesh building method to quickly collect render or physics geometry
Generates poses in Playable graph. This will allow user to write custom IK, prodedural animation, live mocap, bones-based mixer etc.
Cinematic sequencer tool. Allows the authoring and playback of sequences of animation and audio clips.
Editor: Redesigned asset and component icons
- The icons are getting a stylistic update, while being designed for greater consistency.
Global Illumination: Progressive Lightmap Baking (Experimental)
Use PowerVR ray tracing to provide progressively updated lightmap bakes. This aims to reduce baking times and improve iteration on lighting. Video
Graphics: Full Binary Shader Serialization
- faster load times - no parsing at runtime
- smaller memory footprint
Graphics: HDR texture improvements
- “HDRI” texture importing type
- BC6H compressed and FP16 uncompressed texture import formats on PC/consoles
- Reflection probes and lightmaps use BC6H/FP16 too on PC/consoles now
Graphics: Improve shadows precision for large worlds
Use reverse-float depth buffer for improved depth buffer precision on modern GPUs. Particularly improves directional light shadowing for large view distances.
Graphics: PBR viewer/validation tool
- LookDev editor window for viewing & validating meshes and materials in various HDRI lighting environments.
Graphics: OpenGL2 legacy support removal on MacOSX and Linux
MonoDevelop and Unity REST Integration
Provide tighter integration between MonoDevelop and Unity by having them talk to each other through HTTP REST.
- File-less project/solution synchronization between MonoDevelop and Unity.
- For instant synchronization of file add/delete/move operations in the assets folder, both ways.
- Always build your scripts in Unity and providing build results in MonoDevelop. For consistent build behavior.
- Entering play mode and/or attaching the debugger when hitting the play button in MonoDevelop.
Networking: Server Library
Update: Delayed for improvements based on feedback
Particle System Upgrade
- Send customisable vertex data to your shaders
- Also allows for Normal Mapping and Standard Shader support
- Rotate particles based on initial direction of travel
- Align particles to the eye position, instead of simply facing the camera plane
- Fully expose main particle settings to script
- Add lights to your particles with the new Lights Module
- Add noise to particle movement with the new Noise Module
Platform: WebGL 2.0
Use the upcoming WebGL 2.0 API to take rendering in the browser up a level (and on par with OpenGL ES 3.0).
Scripting: C# Compiler Upgrade
Upgrade Mono C# compiler against our current .Net 2.0 and 2.0 Subset profiles. Note that this is an upgrade of the C# compiler only, not the full Mono runtime
In-progress, timelines long or uncertain
2D: 9-Slice Sprites
Tiles the sprite's texture using the 9-slice technique when the size of the sprite increased beyond the size of the texture.
- Create an atlas asset within the editor
- Query the list of sprites in Atlas
- Runtime swap atlases and automatically rebind with loaded sprite renderers
Easily mask multiple sprite objects to create various game play visibility effects.
Update: Workflow concerns delaying feature
Procedural creation of 2d levels. Users could define control points that are then tessellated and textured with sprites. The control points can be used to define simple straight edges or curved edges for more organic looking levels.
Update: Addressing concerns with user experience after feedback. Update 2: Workflow concerns delaying further.
2D: Sprite Mesh Tessellation Quality Control
Fine grained control on the quality of the sprite mesh. Tune accuracy and various other tessellation parameters.
Update: Re-assessing our work shows that we need to go back to the drawing board.
2D: Sprite Editor Update
Animation: Generic IK
User definable IK chains
Animation: Generic Retargeting
Retargeting for non humanoid.
Deeper, more prominent reporting of information about the player build process and outputs.
Deploy: Binary Reproducibility
Make build results consistent between builds as long as no assets are changed. This helps with various binary patching systems. There were several cases where assets were not consistenty ordered, or had uninitialized random data occasionally.
Editor: DPI Emulation
- Extend Game View resolutions by also emulating a given DPI.
- Particularly useful for getting accurate representations of UI layouts on target devices.
Editor: IMGUI Debugger
Gives the users ability to easily view all the draw calls for the IMGUI, with the option to open the source file in the right location, view all the data used to render the item.
Editor: Improve Component Dragging Usability
Drag component headers to reorder, move, copy them around. Suggestion on Feedback
Editor: Linux Support
Editor: Mac Editor on Metal
Editor: Save Play Mode Changes
- Make it possible to selectively persist changes made during Play Mode so they are not lost.
Editor: Update build settings window
Global Illumination: Distributed LAN lighting builds
Polish the Hackweek X project on distributing lighting builds (precompute/baking) across machines on a LAN. The aim is to make a system that will automatically discover available machines and use them for time consuming lighting builds. No setup should be required. Video.
Graphics: Antialiasing Image Effect
Graphics: Linear space lighting support on mobile platforms
Graphics: PBR Mobile Optimizations
Standard shader needs optimizations for low-end mobile/PC platforms. Some of these need to be GPU specific (for very popular GPU families)
- Optimizations for Apple/PowerVR GPUs
- Approximate/simplify for low-end GPUs like Mali-400
- Automatic switching between "do math in shader" vs "texture lookup table" depending on GPU
- Procedural Skybox shader optimizations
Graphics: OpenGL ES 2.0 support on Mac for emulation
IL2CPP deployment improvements
This is an ongoing task that we are actively rolling out in updates to Unity; we're heavily investing in reduced memory consumption, reduced distribution size and reduced buildtimes.
IL2CPP: Windows Runtime projections
Making IL2CPP understand Windows Runtime projections will enable C# scripts and plugins to consume Windows Runtime APIs directly on Windows Desktop, Windows Store and XBOX One platforms.
Create a better, more adaptable input system for Unity.
- Event-based, framerate-independent input delivery
- Custom device creation
- More consistency between platforms and input devices
- Better integration of variety of input types
- Better support for multiple control schemes
- Better separation between input and game logic
- Deeper API access
- More customizability
Scripting: Mono Runtime Upgrade
Upgrade Mono Runtime against our current .Net 2.0 and 2.0 Subset profiles. This includes many fixes and improvements, but does not include an upgrade to the .Net 4.6 profile.
Nested prefabs will introduce a new workflow for prefabs which allows you to do nesting and inheritance of prefabs as well as allowing you to control which part of the prefab is exposed to the level designers.
Networking: Standalone Simulation Server
Physics: Automatic convex decompositions
- Integrate V-HACD
- A single mesh can be automatically decomposed into a set of convex MeshColliders
- Helps with collision detection performance and accuracy
- Enables sophisticated meshes on dynamic bodies and triggers
Physics: Cloth Improvements
- Better in-editor tools for authoring Cloth
- More of PhysX internals exposed (more options for collisions, self-collisions, etc)
- Better integration with Mecanim
Physics: Collision Geometry Visualization
Physics: Optional PhysX debug configuration
- Select debug configuration to get more internal information/warnings/errors/performance advice from the physics engine
Physics: Update PhysX to 3.3.3
- Update to the latest patch release PhysX 3.3.3
- Better performance on Android expected
Platform: Apple Watch Basic Compatibility
Platform: Compute Shaders for Metal
Platform: New Nintendo 3DS
Platform: Microsoft HoloLens
Platform: Recording API for iOS and Android (experimental)
Recording API provides a high-performance thin-layer audio and screen and front-camera recording functionality to Unity engine on iOS and Android platforms.
Recording API allows developers to record their gameplay moments so that can be shared to different audiences.
Investigations & design work
2D: Character Animation
Redesigned 2D character animation workflow with IK posing support
2D: Standard Shader for Various Image Effects
Extended 2D shaders that provides various image effects including 2D lighting and shadow.
Animation: Physics-based animation
Editor: Focus Modes
- Streamlined and unified structure for the increasing number of windows, tools, and visualisations in the editor.
Editor: YAMLMerge GUI
- Front end for existing YAMLMerge tool.
- Allows faster merging and easier conflict handling when merging e.g. scenes and prefabs.
Graphics: Image Effect updates
Update important effects to be more intuitive, more physically based, and add dedicated mobile optimizations where relevant.
- Filmic Bloom
- Exposure Adaptation
- Temporal anti-aliasing
Graphics: Scriptable Rendering Pipelines
- Complete rendering pipelines constructed & driven from C# code
- Similar to CommandBuffers, but operate on whole sets of objects, with efficient implementations in native code
- Can imagine something like “deferred shading” just being a C# script that you can also modify to your needs (change G-buffer layout etc.)
Graphics: Vulkan Support
Platform: Apple Watch Improved Integration
Platform: WebGL multi-threading (Shared Array Buffers)
Platform: WebGL SIMD (via SIMD.js)
Platform: WebGL support for WebAssembly
Use the upcoming WebAssembly format to distribute our WebGL build output for smaller builds which can load faster and using less memory.
Profiler: Improving GPU profiling on mobile
Traditional timer query based GPU profiling is not working on many mobile GPU architectures. Figure out better ways to achieve some GPU profiling. Develop new OpenGL ES extensions if needed.
Scripting: .NET Profile Upgrade
Upgrade .Net profile to 4.6 enabling access to the latest .Net functionality and APIs.
Script Api Updater: Expose APIUpdater to Asset Store authors
Give Asset Store authors the ability change their APIs with less friction and retain compatibility
Scripting: Garbage Collector Upgrade
Upgrade to a modern, generational, low latency Garbage Collector (GC). This will reduce stutters and time spikes spent in GC during collection.