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2026.08 Unity Changelog

  • Connects AI assistants like Claude directly to a running Unity or Unreal game — browse the API reference, HierarchyPath syntax, key codes, and console commands, and invoke any GameDriver API call through a single flexible tool.
  • Recursively explore an object’s properties, including nested structs and object references, as a browsable tree.
  • Parse an exported game-hierarchy file for offline exploration without a live connection.
  • Create custom virtual Unity input devices from the MCP tools.
  • Field values are now transmitted with their correct types instead of as plain strings.
  • Claude Desktop can launch the MCP server directly in the background without opening the Test Assistant UI.

Most API changes in this release are backward compatible. Where a method’s parameter order changed (Click, ClickEx, ClickObjectEx, ButtonPress, Tap, TouchInput), the previous overload is still available and marked deprecated — existing code keeps compiling with a warning pointing at the recommended replacement.

One breaking change: CreateObjectRef(string type, object[] arguments, int timeout = 30) no longer defaults arguments to null. If your code calls this overload with only a type name — e.g. CreateObjectRef("SomeType") — add an explicit second argument: CreateObjectRef("SomeType", null).

  • Force individual XR input calls (buttons, controller pose, hand-tracking joints) through the legacy Input Manager while the rest of your project uses the New Input System, for mixed legacy-XR/New-Input-System setups.
  • New 0-frame hold/release mode for New Input System button presses.
  • SetInputFieldText now supports UI Toolkit TextField elements, not just legacy uGUI.
  • Target a specific camera or secondary display for clicks, drags, taps, and touch input.
  • New option to disable a platform’s default input device when creating a custom one.
  • Simulate OpenXR hand tracking with full joint-level position/rotation control, wrist-relative hand positioning, and simulated pinch gestures for automated VR test coverage.
  • Simulated headset-height offset so hand tracking behaves as if worn by a real user of that height.
  • Compatibility gating for newer MetaXR SDK versions so upgrading MetaXR won’t break existing test projects.
  • Swap a Legacy XR device’s controls and name in place, without recreating it.
  • New GetPropertyTree call returns an object’s entire property tree — including nested fields and object references — in a single request, replacing slow field-by-field lookups.
  • Query responses can now return full object lists with additional geometry and hierarchy fields for richer inspection.
  • Field values are now transmitted with their correct types instead of as plain strings.
  • New connection health-check API with round-trip latency and client-type identification.
  • Automatic keepalive detection that closes stale connections cleanly.
  • Query and control the agent’s log level at runtime, and push custom messages into the agent’s log from test code.
  • Connection details now report which engine the connected game is running.
  • Add, remove, and control the visibility of bundle license errors directly from the in-game UI.
  • Broad set of new math operations: dot/cross product, angle, lerp/slerp, reflection, projection, clamping, and transform helpers with correct Unity-specific conventions.
  • New Rect type, plus additional hierarchy-path and geometry fields.
  • New “Show Members” toggle and manual refresh button.
  • Cleaner element list presentation.
  • Runs its query on Enter and no longer selects the whole path afterward, making it easier to keep editing.
  • Fixed compatibility with newer versions of the Unity Editor.
  • License and account settings are now stored per-project instead of shared machine-wide.
  • Fixed simulated mouse-based clicks and drags (Click, MouseDrag) failing to register against UI Toolkit interfaces on mobile/handheld devices. (Dedicated Tap/TouchInput calls were not affected.)
  • Fixed double-click and touch timing inconsistencies between the New Input System and UI Toolkit.
  • Fixed touch recordings sometimes missing the start of a touch.
  • Fixed simulated mouse moves occasionally stopping just short of their target position.
  • Fixed a macOS-specific issue where UI Toolkit clicks could silently stop responding after a Game view focus shortcut.
  • Fixed cases where waiting for an object or calling an overloaded method could fail or throw unexpectedly.
  • Fixed crashes caused by missing UI raycasters or null input devices.
  • Fixed duplicate simulated input devices being created, and fixed removing real devices from accidentally deleting newly created simulated devices.
  • Fixed OpenXR hand tracking failing to initialize on projects missing the One Euro Hands Filter package.
  • Fixed hand-tracking position drift over time.
  • Fixed OpenXR hand devices failing to register when their device ID ended up in an error state, and a string-corruption bug affecting XR device data.
  • Fixed several serialization crashes in IL2CPP/AOT builds.
  • Fixed a crash that could silently return null values from core API calls in standalone IL2CPP builds.
  • Fixed a startup crash when the SDK was embedded alongside another GameDriver client in the same process.
  • Fixed IL2CPP builds stripping required Unity modules, which had caused missing cursor icons and standalone crashes.
  • Reduced API response size by removing redundant fields that can be derived client-side.
  • Fixed disconnect-detection and message-compression inconsistencies in the network transport layer.
  • Fixed the agent crashing when broadcasting to a connection that had already closed.
  • Fixed a keepalive bug that could drop valid connections.
  • Fixed reconnect logic leaving sockets in a broken state on macOS.
  • Malformed messages are now logged and skipped instead of tearing down the connection.
  • Fixed license log messages being hidden by default.
  • Fixed connecting with a bundle license accidentally removing an existing local license.
  • Fixed the reported engine/agent version occasionally being stale.
  • Fixed null-reference crashes when comparing vectors, quaternions, or rects against null.
  • Fixed an equality bug that made valid Vector4 comparisons always return false.
  • Fixed a crash when using colors as dictionary keys.
  • Fixed precision loss in angle calculations, and switched vector comparisons to use tolerance instead of exact matching.
  • Fixed a rare native input-hooking bug that could cause intermittent instability.
  • Now requires .NET Framework 4.8 (up from 4.7.1).
  • Added Unity 6.3 support. Unity 6.4 is also supported with no additional changes needed.
  • Added native macOS (Intel and Apple Silicon) support, including code signing and notarization, for the Standalone Test Assistant. Other SDK components already supported macOS.
  • Dropped support for older .NET 5/6 and net471 targets on select components.