This document is about: QUANTUM 3
SWITCH TO

SDK & Download

Preview

The Quantum SDK 3.1.0 is provided as development snapshots and is not intended to be used for live or released games. There may be blocker bugs and the API can change or break during the preview phase.

To ensure quick support and iterations new SDK packages will be published as nightly builds.

Make sure to read the What's New in 3.1 article.

Download

VersionRelease DateDownload
3.1.0 Preview10月 08, 2025Quantum SDK 3.1.0 Preview Build 1854Release Notes

Changelog

3.1.0

Preview

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

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
  • 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 savegames 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
Back to top