# Unity Engine Reference — IStalk

## Version

- **Engine:** Unity 6 (6000.0.x)
- **Render Pipeline:** Universal Render Pipeline (URP) 17.3
- **Scripting Backend:** IL2CPP (release), Mono (editor)
- **Input System:** New Input System 1.x
- **Physics:** PhysX (built-in 3D physics)
- **UI:** uGUI (UnityEngine.UI) + TextMeshPro

## LLM Knowledge Cutoff

- **Training data covers:** Unity up to approximately 6000.0.x (Unity 6 GA)
- **Post-cutoff risk:** LOW — Unity 6 is well within training data

## Risk Assessment

| Domain | Risk Level | Notes |
|--------|-----------|-------|
| URP 17.3 | LOW | Stable since Unity 6 launch |
| Physics (PhysX) | LOW | No breaking changes in Unity 6 |
| Input System | LOW | Mature, stable API |
| uGUI | LOW | Legacy-stable, no changes planned |
| FishNet v4 | LOW | Source available in project at `Assets/FishNet/` |
| Cinemachine 3.x | LOW | Package installed, API readable |
| AI Navigation | LOW | Standard NavMesh API unchanged |
| DOTween | LOW | Third-party, version-locked |
| IL2CPP | LOW | No relevant changes for gameplay code |
| Addressables | MEDIUM | Not currently used; deferred to Alpha |

## Key Unity 6 Features Used

- SRP Batcher (automatic with URP)
- Render Graph (URP 17 default)
- Awaitable (C# async in Unity)
- Improved SpriteBatch for 2D elements

## Key Unity 6 Features NOT Used (MVP)

- Multiplayer Center (using FishNet instead)
- Entities/DOTS (too complex for team size)
- Shader Graph custom functions (prototype uses simple materials)
- GPU Resident Drawer (not needed at scene complexity)
