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# What's new in 6.6

**[Unity](https://daily.dev/sources/unity)** · 23 min read · 0 upvotes · 0 comments

## Summary

Unity 6.6, a supported release, introduces fast enter play mode enabled by default (reload scene instead of domain), which requires developers to manage static field cleanup via new attributes or the project auditor tool. Other highlights include native dictionary serialization, a new build analysis/history window, content directories for granular asset loading, reduced web/Android/iOS build sizes, a redesigned hierarchy window with horizontal scrolling and custom columns, entities integration into the standard hierarchy, a new compute light baker, 2D lighting improvements with rendering layers and GPU skin sprite shadows, shader graph and visual effects graph interoperability, UI Toolkit backdrop filters and drop shadows, safe area UI components, and WebGPU moving from experimental to production-ready status with WebAssembly64 raising web memory limits from 4GB to 16GB.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=u7TQJWmZ_rk>

## Questions this post answers

### Why did my static fields stop resetting between play sessions after upgrading to Unity 6.6?

Unity 6.6 enables fast enter play mode by default, which reloads the scene instead of the domain, so static fields are no longer cleared between play sessions. To fix this, add the using Unity.Scripting Lifecycle Management namespace and apply the AutoStaticsCleanup attribute to a partial class, or use the Project Auditor tool (rule UL0013) to detect fields needing this attribute. Use NoAutoStaticCleanup if persistence is intentional.

_Developers tracking Unity upgrade gotchas like this one follow release breakdowns on daily.dev._

### Is WebGPU production ready in Unity 6.6?

Yes, WebGPU moved from experimental to production ready status in Unity 6.6. Web builds using WebGPU gain access to compute shaders, GPU skinning, indirect rendering, and visual effects graph support, while retaining a WebGL2 fallback for unsupported browsers. It can be enabled in Player Settings by adding WebGPU to the graphics API list and moving it above WebGL2.

_Teams deciding when to adopt WebGPU for web builds can follow platform readiness updates on daily.dev._

### How much has Unity's web build memory limit increased with WebAssembly64 in Unity 6.6?

WebAssembly64 in Unity 6.6 raises the maximum memory available to web builds from 4 GB to 16 GB. The default memory size setting remains lower, but 32-bit builds are still preferable for projects that do not need the extra memory, since 64-bit adds overhead. This is configured in Project Settings under Player, Publisher Settings, Maximum Memory Size.

_Developers scaling memory-heavy web games can track platform capability changes like this on daily.dev._

---

Tags: [#performance](https://daily.dev/tags/performance), [#game-development](https://daily.dev/tags/game-development), [#unity](https://daily.dev/tags/unity), [#webgpu](https://daily.dev/tags/webgpu)

[View this post on daily.dev](https://daily.dev/posts/what-s-new-in-6-6-uzlw1bgtp)

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