This document is about: QUANTUM 3
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SDKのダウンロード

プレビュー版

Quantum SDK 3.1.0は開発版として提供されており、本番環境やリリース済みのゲームでの使用は想定されていません。プレビュー段階では、重大なバグやAPIに破壊的変更が加わる可能性があります。

迅速なサポートと改善を行うため、SDKパッケージはNightly Buildsとして公開されています。

Quantum 3.1の変更点については、新機能紹介をご覧ください。

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VersionRelease DateDownload
3.1.0 Preview10月 29, 2025Quantum SDK 3.1.0 Preview Build 1878Release Notes

変更履歴

3.1.0

Preview

Disclaimer: The Quantum SDK 3.1.0 development snapshots are not intended to be used for live games.

Build 1878 (Oct 29, 2025)

Bug Fixes

  • Fixed: An issue where clients with certain heap configurations would desync upon late-joining
Build 1873 (Oct 23, 2025)

What's New

  • Support to scheduling multiple Physics Updates in the same frame simulation
Build 1872 (Oct 21, 2025)

Changes

  • The default heap management mode for migrating projects is now the new PageBased mode instead of

Bug Fixes

  • Fixed: An issue where FrameBase.ComponentCount throws an AssertException for table components that have never been added to an entity
Build 1871 (Oct 18, 2025)

Bug Fixes

  • Fixed: A regression where ECS internals would GC allocate when iterating elements of ComponentSet
  • Fixed: An issue that caused pause mode stepping in Unity Editor to not simulate one tick at a time
Build 1870 (Oct 17, 2025)

What's New

  • Added a NavMesh import option to load auto-generated navmesh links directly from the Unity navmesh, only works in Unity Editor
  • Added QuantumRunnerExtensions methods to simplify starting Quantum in different modes by providing specific Init()-methods to create SessionRunner.Arguments, see the usage inside the QuantumRunnerLocalDebug.cs script for example
  • Quantum instant replays now also work when being activated during a replay

Changes

  • Renamed QuantumGame.CreateSavegame() to GetSnapshotFile(), retired the QuantumRunnerLocalSavegame.cs script and merged its functionality with QuantumRunnerLocalDebug.cs
  • Corrected a typo in QuantumRunnerUnityFactory.CreatePlatformInfo and changed the static method to a property
  • Removed the StartWithFrame() method from the QuantumRunnerLocalDebug class

Bug Fixes

  • Fixed: A bug where multiple tasks dispatched from the same SystemThreadedFilter can visit the same entities. (The slice length was not being respected.)
  • Fixed: An issue that caused the navmesh agent to chose any navmesh link instead of the closest one when having multiple links available that connects two triangles
  • Fixed: An issue that caused the QuantumRunnerLocalDebug script to not apply the SimulationSpeedMultiplier when using EngineDeltaTime
Build 1869 (Oct 16, 2025)

What's New

  • Quantum.Compression - an abstract base class for compression algorithms. Comes with two implementations: CompressionDotNet (default) and CompressionSharpLibZib (enabled when com.unity.sharp-zip-lib package is present). Using the latter might help with "Runtime Speed with LTO" Web builds issues. Both implementations produce the same results and rely on GZip format

Changes

  • ByteUtils compression methods made obsolete, use Quantum.Compression instead
  • CollisionChecks in Physics2D and Physics3D namespaces are now static classes

Bug Fixes

  • Fixed: System task profiler entries not being recorded in non-development builds
Build 1865 (Oct 15, 2025)

Bug Fixes

  • Fixed: A regression where filters didn't skip entities pending destruction
  • Fixed: An issue that caused the heap settings in SimulationConfig of existing projects to not be migrated correctly
Build 1863 (Oct 14, 2025)

Breaking Changes

  • The DeterministicSessionConfig inspector now computes the Hard Tolerance based on the Simulation Rate, input Offset Ping Start and input Offset Min, to override this behaviour toggle Override Hard Tolerance

What's New

  • Added Prediction statistic to the GraphProfilers and QuantumStats window that shows how many ticks the simulation goes into prediction

Changes

  • Some stats on the QuantumStats window are now smoothed and show an average (1 second) to make them more readable
Build 1862 (Oct 11, 2025)

Bug Fixes

  • Fixed: An issue that could cause an ArgumentException similar to X cannot be greater than Y after late-joining
Build 1861 (Oct 10, 2025)

Bug Fixes

  • Fixed: An issue in the component block iterator that could cause the exception _blockCount > 0
Build 1859 (Oct 09, 2025)

Bug Fixes

  • Fixed: An issue in QuantumStartUI that caused multiple builds on the same machine that all used the same user name to not join the same room
  • Fixed: An issue that caused the QuantumStartUI to show the popup window when stopping the Editor during connecting
Build 1854 (Oct 08, 2025)

Breaking Changes

  • The library Quantum.Deterministic.dll was merged with Quantun.Engine.dll and remnants of the old dll have to be deleted from projects that migrate to SDK 3.1
  • The DeterministicSessionConfig inspector now computes the Hard Tolerance based on the simulation rate and input offset ping start, to override this behaviour toggle Override Hard Tolerance
  • SessionRunner.Arguments now requires setting an explicit TaskRunner to be set. This can be done by either specifying TaskRunner = QuantumTaskRunnerJobs.GetInstance() or by implicitly setting the TaskRunner by using GameParameters = QuantumRunnerUnityFactory.CreateGameParameters for Unity. Use TaskRunner = new DotNetTaskRunner() outside of Unity
  • The demo input .unitypackage now requires the installation of the Unity module com.unity.inputsystem
  • Quantum.Profiling.HostProfiler was renamed to Quantum.HostProfiler

What's New

  • Added table components, which are an alternative to the sparse set ECS components that scale better, see the documentation for more details
  • Added a new physics solver ProjectedGaussSeidel that greatly improves the stability when stacking rigid bodies, to use the legacy solver select it in the SimulationConfig
  • Added SimulatorContext to exposes simulation callbacks, which allow for modifications to future simulation and prediction advancements, see the documentation for more details
  • Optimized the memory required to store the sparse set ECS components which increases the performance of frame copies
  • Added new counters to the GraphProfiler to track bandwidth for incoming and outgoing traffic
  • Added Unity profiler counters such as Q Frames Verified, Q Frames Predicted, and Q Simulation Time, that can be added to the Unity profiler windows as a custom profiler module
  • Added new non-biased random number generation methods to RNGSession: Next(long, long), NextInclusive(long, long), Next(uint), Next(ulong), NextUInt32(), Int64()
  • Added QuantumIgnore label support - apply to an asset to be ignored by QuantumUnityDB, useful on prefabs that are used as map prototypes exclusively for example
  • Added SimulationUpdateTime.EngineUnscaledCappedDeltaTime which uses a capped version of unscaled delta time, this improves support for breakpoints and Unity Editor pausing in local mode
  • Added an FP converter utility window that converts double to FP and raw values
  • Added a new configurable value called Heuristic Weight to the NavMeshAgentConfig which can improve the performance of the A* algorithm algorithm, try setting it to 1.5
  • Added support for Unity's InputSystem actions which is now used by the demo Quantum input scripts

Changes

  • The default simulation rate was increased from 60 Hz to 64 Hz (using powers of two), ensuring that DeltaTime has no rounding error and providing greater precision in physics calculations
  • The multi client scripts have been moved out of the SDK package into a .unitypackage (Assets/Photon/Quantum/PackageResources/Quantum-MultiClient)
  • Exporting replays and snapshots via the menu now saves the last save location as a relative path
  • Changed the NavMesh API by renaming Map.NavMeshLinks to Map.NavMeshAssets and by removing the property NavMeshAgentConfig.AutomaticTargetCorrection instead AutomaticTargetCorrectionRadius > 0 is checked to test if target correction is enabled
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