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Unity 6.6: changes we used to get UnityGLTF working in a consumer project#902

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CharlieHess:unity-6-6
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Unity 6.6: changes we used to get UnityGLTF working in a consumer project#902
CharlieHess wants to merge 1 commit intoKhronosGroup:mainfrom
CharlieHess:unity-6-6

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@CharlieHess
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@CharlieHess CharlieHess commented Apr 11, 2026

Unity 6.6 viability notes

This branch is not presented as a finished Unity 6.6 support release. It is a record of the changes we used in a consumer project to get UnityGLTF working again on Unity 6.6 alpha.

What this fixes

  • Replaces exporter-side GetInstanceID() usage that turns into hard failures on Unity 6.6 with GetEntityId()-based keys and labels.
  • Updates editor asset creation code to the newer AssetCreationEndAction and EntityId APIs.
  • Updates editor state and preview tracking code to use entity ids where Unity 6.6 no longer accepts instance ids.
  • Forces the rough refraction renderer feature onto the RenderGraph-compatible path on newer Unity 6 releases where the older compatibility path is no longer viable.
  • Replaces one Visual Scripting exporter GUID.Generate() call with Guid.NewGuid() to avoid an editor-side API mismatch we hit during the migration.

Scope and limits

  • This branch is intentionally narrow. It captures the concrete changes we needed for Unity 6.6 viability, not a broad compatibility audit across all UnityGLTF features.
  • The validation evidence comes from the consumer project integration described above. We did not run a separate full UnityGLTF package test pass in this forked workspace.
  • We left out unrelated package metadata and Unity-authored serialization noise from the consumer branch so the patch stays focused on the actual compatibility edits.

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CLAassistant commented Apr 11, 2026

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@hybridherbst
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Thanks for posting this! We've not yet looked into Unity 6.6 (focus is on stability in LTS releases), but it's good to get a heads-up about changes needed there.

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