添加 claude code game studios 到项目
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docs/engine-reference/unity/breaking-changes.md
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# Unity 6.3 LTS — Breaking Changes
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**Last verified:** 2026-02-13
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This document tracks breaking API changes and behavioral differences between Unity 2022 LTS
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(likely in model training) and Unity 6.3 LTS (current version). Organized by risk level.
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## HIGH RISK — Will Break Existing Code
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### Entities/DOTS API Complete Overhaul
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**Versions:** Entities 1.0+ (Unity 6.0+)
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```csharp
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// ❌ OLD (pre-Unity 6, GameObjectEntity pattern)
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public class HealthComponent : ComponentData {
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public float Value;
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}
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// ✅ NEW (Unity 6+, IComponentData)
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public struct HealthComponent : IComponentData {
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public float Value;
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}
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// ❌ OLD: ComponentSystem
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public class DamageSystem : ComponentSystem { }
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// ✅ NEW: ISystem (unmanaged, Burst-compatible)
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public partial struct DamageSystem : ISystem {
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public void OnCreate(ref SystemState state) { }
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public void OnUpdate(ref SystemState state) { }
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}
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```
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**Migration:** Follow Unity's ECS migration guide. Major architectural changes required.
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---
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### Input System — Legacy Input Deprecated
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**Versions:** Unity 6.0+
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```csharp
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// ❌ OLD: Input class (deprecated)
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if (Input.GetKeyDown(KeyCode.Space)) { }
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// ✅ NEW: Input System package
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using UnityEngine.InputSystem;
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if (Keyboard.current.spaceKey.wasPressedThisFrame) { }
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```
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**Migration:** Install Input System package, replace all `Input.*` calls with new API.
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---
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### URP/HDRP Renderer Feature API Changes
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**Versions:** Unity 6.0+
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```csharp
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// ❌ OLD: ScriptableRenderPass.Execute signature
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public override void Execute(ScriptableRenderContext context, ref RenderingData data)
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// ✅ NEW: Uses RenderGraph API
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public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
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```
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**Migration:** Update custom render passes to use RenderGraph API.
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---
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## MEDIUM RISK — Behavioral Changes
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### Addressables — Asset Loading Returns
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**Versions:** Unity 6.2+
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Asset loading failures now throw exceptions by default instead of returning null.
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Add proper exception handling or use `TryLoad` variants.
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```csharp
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// ❌ OLD: Silent null on failure
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var handle = Addressables.LoadAssetAsync<Sprite>("key");
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var sprite = handle.Result; // null if failed
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// ✅ NEW: Throws on failure, use try/catch or TryLoad
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try {
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var handle = Addressables.LoadAssetAsync<Sprite>("key");
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var sprite = await handle.Task;
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} catch (Exception e) {
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Debug.LogError($"Failed to load: {e}");
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}
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```
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---
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### Physics — Default Solver Iterations Changed
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**Versions:** Unity 6.0+
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Default solver iterations increased for better stability.
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Check `Physics.defaultSolverIterations` if you rely on old behavior.
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---
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## LOW RISK — Deprecations (Still Functional)
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### UGUI (Legacy UI)
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**Status:** Deprecated but supported
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**Replacement:** UI Toolkit
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UGUI still works but UI Toolkit is recommended for new projects.
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---
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### Legacy Particle System
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**Status:** Deprecated
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**Replacement:** Visual Effect Graph (VFX Graph)
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---
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### Old Animation System
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**Status:** Deprecated
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**Replacement:** Animator Controller (Mecanim)
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---
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## Platform-Specific Breaking Changes
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### WebGL
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- **Unity 6.0+**: WebGPU is now the default (WebGL 2.0 fallback available)
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- Update shaders for WebGPU compatibility
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### Android
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- **Unity 6.0+**: Minimum API level raised to 24 (Android 7.0)
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### iOS
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- **Unity 6.0+**: Minimum deployment target raised to iOS 13
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---
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## Migration Checklist
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When upgrading from 2022 LTS to Unity 6.3 LTS:
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- [ ] Audit all DOTS/ECS code (complete rewrite likely needed)
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- [ ] Replace `Input` class with Input System package
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- [ ] Update custom render passes to RenderGraph API
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- [ ] Add exception handling to Addressables calls
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- [ ] Test physics behavior (solver iterations changed)
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- [ ] Consider migrating UGUI to UI Toolkit for new UI
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- [ ] Update WebGL shaders for WebGPU
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- [ ] Verify minimum platform versions (Android/iOS)
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---
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**Sources:**
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- https://docs.unity3d.com/6000.0/Documentation/Manual/upgrade-guides.html
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- https://docs.unity3d.com/Packages/com.unity.entities@1.3/manual/upgrade-guide.html
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