Matter 1.0.0
  • Getting Started
  • Authoring
  • Rendering
  • Integration
  • Samples
  • Reference
  • Support
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    Requirements and compatibility

    Matter 1.0 targets Unity 6000.6.2f1 or newer in the Unity 6.6 line and URP 17.6. Required packages are declared in the manifest: Burst 2.0.0, Collections 6.6.0, URP/Core 17.6.0 and Unity UI 2.6.0. Use Linear color space for the shipped surface materials. Built-in rendering and HDRP are not this package's rendering integrations.

    Capabilities and tested configurations

    Configuration Behavior Verification boundary
    Windows, D3D11 / D3D12 Compute simulation with CPU Burst fallback and URP presentation Current native lifecycle/rendering and repeated Play Mode checks use Unity 6000.6.2f1; this is not minimum-hardware evidence.
    Windows, Vulkan Compute simulation and URP presentation Simulation, rendering and repeated Play Mode regressions pass on Unity 6000.6.2f1. This is not minimum-hardware evidence.
    Desktop WebGPU Compute-first simulation, asynchronous GPU readback Showcase browser interactions have been checked. Use asynchronous reads, backend switching and persistence.
    Desktop WebGL2 CPU simulation and simpler compute-free presentation Showcase interactions have been checked; authored texture/optical rendering and some overlays are unavailable.
    Headless CPU Simulation without presentation buffers or renderers Native lifecycle and persistence checks exist. Graphics effects require a graphics device.
    macOS / Linux / Metal / mobile Platform-specific rendering, compression and runtime capabilities must be qualified No current release-wide qualification is claimed. The desktop Showcase is not a mobile performance target.

    The tested editor is 6000.6.2f1, matching the declared minimum. A documented capability is not proof that every driver, browser or hardware tier has been tested.

    Backend and rendering choices

    Auto prefers compute on a compatible device. CPU Burst provides an explicit alternative. CPU simulation can still use GPU presentation when compute-capable rendering is available. A compute-free device instead uses the reduced palette and grid-lighting path. Headless use can omit presentation altogether.

    WebGPU does not permit Matter's synchronous GPU readback path. Check runtime capabilities rather than inferring them solely from an operating-system name. Grid dimensions must be even and at least two cells in each direction. Higher resolution increases simulation, memory, rendering and integration costs.

    Supported features

    The guides cover simulation, authoring, rendering and the documented integration facades. Use the recommended entry points in the API reference for application integration, and the sample guides for sample-specific controllers.

    Unity may report shader, allocation or graphics-resource diagnostics during build or shutdown. If a warning reproduces in an unchanged sample, include its full message and stack trace in a support report.

    Optional networking

    Core Matter has no FishNet dependency. Matter: FishNet Integration is a separate add-on: use its 1.0.0 package with Matter 1.0.0 and check its own compatibility guide. Its server chunk readback path requires a graphics device with asynchronous GPU readback, including with the CPU solver. See FishNet integration.

    Performance expectations

    Use the included benchmark launcher on your target hardware. Report grid, backend, graphics API, quality, tick rate and timing mode with measurements. CPU submission time, synchronized GPU-completed wall time and GPU timestamps are different metrics. No universal FPS, minimum GPU or mobile performance guarantee is implied by sample screenshots. See Benchmarking.

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