Files
Claude-Code-Game-Studios/docs/engine-reference/unity/VERSION.md
T
DonchitosandClaude Opus 5 d05699707f Release 1.1.0 — one config file, and a process weight you choose
`project.yaml` at the repo root is now the single source of truth for a
project's configuration, replacing `production/stage.txt`,
`production/review-mode.txt` and `.claude/docs/technical-preferences.md` (all
three still read as a fallback; nothing is force-deleted).

**`modes.rigor` — one question instead of six.** `minimal`, `standard` or
`full` fronts six knobs: `modes.workflow`, `docs.density`, `qa.level`,
`modes.story_granularity`, `modes.review_mode` and `team.size`. It defaults to
`minimal`, which is a change from 1.0's behaviour: the heavier tier was
measured costing several times more to reach working code without producing a
better result, and returning nothing when a fresh developer inherited the
project. Pin `modes.rigor: standard` to keep 1.0's process level.

Also in this release:

- `/settings` to view or change any setting, and `project.local.yaml` for
  per-developer preferences that should not be committed.
- `system_overrides` to hold one system to a higher standard than the rest of
  the project, and `testing.strict` to set per test type whether missing
  evidence blocks a story or warns.
- A story that changes anything the player sees is not closed until the game
  has been launched, observed, and a screenshot retained in
  `production/qa/evidence/`. A parse check is not a run. This holds at every
  rigor level, including `minimal`, where automated tests are waived but the
  look is not.
- The code root is engine-specific and enforced as such: Godot `src/`, Unity
  `Assets/`, Unreal `Source/<Module>/`. Two of the three will not build a
  project laid out any other way.
- Migration tooling for existing projects: `.claude/scripts/migrate-v1-config.sh`
  converts a 1.0 layout, non-destructively by default, with a report to review
  before `--finalize` deletes anything.
- Ask-before-write holds regardless of personal automation settings.

Upgrading from 1.0 or earlier: see UPGRADING.md. Full list of changes:
CHANGELOG.md.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_016xvzG3i7pWQg4LjyDwWMXd
2026-09-23 12:25:11 +10:00

4.9 KiB

Unity Engine — Version Reference

Field Value
Engine Version Unity 6.3 LTS
Installed at pin time NOT DETERMINED — /setup-engine §3 probes the installed editor and records the result here.
Release Date December 2025
Project Pinned 2026-02-13
Last Docs Verified 2026-02-13
LLM Knowledge Cutoff May 2025

Knowledge Gap Warning

The LLM's training data likely covers Unity up to ~2022 LTS (2022.3). The entire Unity 6 release series (formerly Unity 2023 Tech Stream) introduced significant changes that the model does NOT know about. Always cross-reference this directory before suggesting Unity API calls.

Installed-Version Gap Warning

The warning above is one-directional — it covers the model knowing less than this pin. The reverse gap is real and /setup-engine §3 creates it deliberately ("pin the newer one and upgrade later"): this reference can sit ahead of the installed editor, and an agent citing it correctly then emits APIs that do not compile locally. Check Installed at pin time above before trusting a version-qualified claim — NOT DETERMINED means the gap is unknown, not absent.

Post-Cutoff Version Timeline

⚠ THIS TABLE IS INTERNALLY INCONSISTENT AND MUST NOT BE TRUSTED FOR RISK JUDGEMENTS UNTIL RE-VERIFIED (flagged 2026-08-10). It is titled Post-Cutoff and the stated cutoff above is May 2025, yet three of its four rows are dated Oct, Nov and Dec 2024 — before that cutoff — followed by a twelve-month gap to 6.3 in Dec 2025. Both cannot be right. The sibling files godot/VERSION.md and unreal/VERSION.md list only genuinely post-cutoff versions, so this is a defect in this file, not in the format.

Why it matters more than a wrong date. This table's entire job is to tell an agent what it does not already know. Rows that predate the cutoff invert that signal: take an installed 6000.1.0f1 (Unity 6.1) — this table dates it to Nov 2024 and labels it post-cutoff MEDIUM risk, while by its own cutoff a Nov 2024 release would be inside training data. An agent reading this either over-trusts the reference or mis-scopes what is new, and the 6.2+ boundaries cited elsewhere in this directory are anchored to these rows.

The dates are NOT corrected here, deliberately. Real Unity release dates cannot be sourced from this repo — this directory is the source — and writing them from training data is the failure this whole directory exists to prevent (/security-audit makes the same call). Re-verify against Unity's published release notes and update the row dates, the Release Date field, and Last Docs Verified together. Until then, treat every version-qualified claim in docs/engine-reference/unity/ as unconfirmed, and prefer APIs that are not version-boundary-dependent.

Version Release Risk Level Key Theme
6.0 Oct 2024 HIGH Unity 6 rebrand, new rendering features, Entities 1.3, DOTS improvements
6.1 Nov 2024 MEDIUM Bug fixes, stability improvements
6.2 Dec 2024 MEDIUM Performance optimizations, new input system improvements
6.3 LTS Dec 2025 HIGH First LTS since 6.0, production-ready DOTS, enhanced graphics features

Major Changes from 2022 LTS to Unity 6.3 LTS

Breaking Changes

  • Entities/DOTS: Major API overhaul in Entities 1.0+, complete redesign of ECS patterns
  • Input System: Legacy Input Manager deprecated, new Input System is default
  • Rendering: URP/HDRP significant upgrades, SRP Batcher improvements
  • Addressables: Asset management workflow changes
  • Scripting: C# 9 support, new API patterns

New Features (Post-Cutoff)

  • DOTS: Production-ready Entity Component System (Entities 1.3+)
  • Graphics: Enhanced URP/HDRP pipelines, GPU Resident Drawer
  • Multiplayer: Netcode for GameObjects improvements
  • UI Toolkit: Production-ready for runtime UI (replaces UGUI for new projects)
  • Async Asset Loading: Improved Addressables performance
  • Web: WebGPU support

Deprecated Systems

  • Legacy Input Manager: Use new Input System package
  • Legacy Particle System: Use Visual Effect Graph
  • UGUI: Still supported, but UI Toolkit recommended for new projects
  • Old ECS (GameObjectEntity): Replaced by modern DOTS/Entities

Verified Sources