Manual

Conformance suite

Each scenario runs the same C# in Unity 6000.3.27f1 and in Tassix and records a trace of what it observes (callback order, values, errors with their messages); Tassix's must match Unity's event for event, numbers within each check's tolerance. CI runs every scenario on the JIT runtime, again with Unity scenes loaded through the editor's JSON form, and on a NativeAOT build. Generated by cargo xtask api-coverage from conformance/package and the recordings.

95 scenarios, 28863 recorded events.

ScenarioWhat it checksFramesEvents
animatorAn Animator from a Unity scene (NEAnimScene: a controller with Idle, Move and Jump states, clips with position, Euler, scale, a script field and events): parameters drive transitions (a timed cross-fade, Any State on a trigger, exit time), and every frame records the state, its time and the animated values.96579
animator_advancedThe Animator beyond one layer (NEAnimAdvanced): StateMachineBehaviours on the base layer's states (enter, update, exit, frame by frame); a cross-fade interrupted by its destination's transition; an override layer with an avatar mask (only the arm), its weight changed; an additive layer nodding the head over the base pose; and a second Animator applying root motion from its clip's root curves.100919
audio_basicAudio as scripts see it, without depending on audio-thread timing: AudioSource and AudioListener defaults, AudioClip.Create with GetData/SetData (offsets and wrapping), play/pause/stop state and seeking while stopped. Also AnimationCurve evaluation (keys, tangents, wrap modes), which audio rolloff curves use.468
awake_orderThe order a loaded scene's scripts get Awake, OnEnable and Start (NEOrderScene): several roots with children, several scripts on one object, two script types and an inactive child. Games rely on it, as when one script's Awake uses what another's Awake set up.369
character_controllerCharacterController as scripts drive it from Update: defaults, falling onto ground with Move, the skin gap, walls and collision flags, OnControllerColliderHit, steps under and over stepOffset, walkable and too-steep slopes, SimpleMove's gravity, triggers, and transform edits. Unity's controller is PhysX's capsule controller, as Tassix's is.121220
cinemachine_defaults423
composite_collidersCompositeCollider2D merging box colliders: the merged outline's paths (counts, orientation, bounds), a ring's hole, Outlines against Polygons (what's inside), what queries and contacts report, a box sliding across tile seams, and regeneration when a member drops out.91134
composite_offsetCompositeCollider2D.offsetDistance: its default and limits, and what it does to composites (members a gap apart, single members, slanted edges, holes), set before and after the composite is made. Each composite is checked by its paths (count, total signed area, bounds, vertices) and by which points are inside it.495
composite_operationsCompositeCollider2D's operations: members combine in composite order, each by its operation on what the ones before made (Merge, Intersect, Difference, Flip; the first member is taken as it is, whatever its operation), orders, and an operation changed at runtime. Each composite is checked by its paths (count, total signed area, bounds) and by which points are inside it (Polygons geometry); point order within paths isn't compared.469
coroutinesCoroutine timing and lifetime: when each yield instruction resumes relative to FixedUpdate/Update/LateUpdate, nesting, stopping, and what disabling or deactivating the owner does.10127
corpus_apisAPIs the project corpus needed: the low-level player loop (Unity's default loop, and systems inserted at the start and end of phases running around the scripts' callbacks), [RuntimeInitializeOnLoadMethod] order, UnityWebRequest reading file:// URLs (and its form and escaping helpers), an AudioMixer from Resources (groups, exposed parameters, snapshots), Gizmos and Cursor state, [RequireComponent] naming a plain class, and RenderTexture temporaries.40155
corpus_apis_2230
corpus_apis_3APIs the third round of corpus projects needed: GeometryUtility, StaticBatchingUtility, Application.HasProLicense, MonoBehaviour.useGUILayout, Object.DestroyObject, Transform.DetachChildren, SerializeReference, TerrainData's size and heights, and the Terrain component.369
device_infoSystemInfo on a desktop, UnityEngine.Device's mirrors of Application, Screen and SystemInfo.114
effectors_2dThe force effectors' forces on bodies inside their trigger (or on their surface): AreaEffector2D (global and local angles, drag, angular drag, collider targets, the collider mask), PointEffector2D (each force mode and distance scale, collider sources, drag), SurfaceEffector2D (speed with force scales, with and without friction) and BuoyancyEffector2D (floating, sinking, flow). Each case is far from the others; trajectories are recorded at fixed frames. Variations are 0: they are random. Rotations get a looser tolerance (a box resting on a surface settles by hundredths of a degree, differently in each solver), and the flow case's rotation isn't checked: Tassix turns a partly submerged body more than Unity.101546
engine_utilitiesSmaller APIs corpus projects use: ColorUtility's HTML colors, shader globals, Mesh's extra channels and List/range overloads, texture graphics formats, and the obsolete level properties.161
fbx_importFBX import with Unity's default ModelImporter settings, as scripts see it: Resources.Load of the model prefab, then Instantiate. Files are in Runtime/Resources/NEConformance: a generated Z-up scene in meters and a Kenney model in centimeters with an external texture. The test models enable Read/Write in their .meta import settings so the mesh data can be checked; everything else is Unity's default. Unity may reorder vertices and indices on import (Optimize Mesh), so mesh checks avoid order: counts, bounds, sums, and an area-weighted face normal per submesh (winding and handedness).1290
find_objectsObject.FindObjectsByType, FindFirstObjectByType, FindAnyObjectByType and the older FindObjectOfType/FindObjectsOfType: which objects they see (inactive GameObjects, disabled components, ScriptableObjects, objects destroyed this frame) and in which order.322
gltf_importglTF import through glTFast's runtime API (GltfImport.Load + InstantiateMainSceneAsync): the instantiated hierarchy, transforms (glTF is right-handed), meshes and submeshes, materials and textures. Files are in conformance/assets: a generated test scene, a Kenney model with an external texture, and a generated quad with every PBR map (factors, keywords, and which textures hold linear data).300
input_compositesCustom binding composites (registered by a project, with parameters and parts by number), the Axis composite's min, max and which-side-wins, NormalizeProcessor, and PlayerInputManager's defaults and joining.821
input_interactionsInput System interactions on Button actions: Hold, Tap, SlowTap, MultiTap and Press (press only, release only, press and release), each succeeding and failing. Key states are queued with explicit timestamps well ahead of real time, so outcomes depend only on the events (timeouts never come due on their own); events older than the keyboard's last one are dropped, as frame 3's are. Callbacks record the phase, the interaction, and times relative to the first event.1249
input_systemThe Input System with devices the scenario adds and drives through queued state events (processed at the start of the next frame): key and mouse controls, Button and Value actions with their started/performed/ canceled callbacks, a 2D vector composite, mouse delta, an action asset from JSON, and PlayerInput sending messages.953
instantiateObject.Instantiate: what a clone copies (serialized fields only), how references are remapped (inside the cloned hierarchy to the clones, outside kept), lifecycle order, naming, active state, and the placement overloads.238
invokeMonoBehaviour.Invoke, InvokeRepeating, CancelInvoke and IsInvoking: when invoked methods run relative to Update, LateUpdate and WaitForSeconds coroutines, zero and negative delays, repeat timing, cancelling (all, by name, from inside the method), private and inherited methods, and what disabling, deactivating and destroying the owner do. Frames are 0.02 s; delays avoid landing on frame boundaries.16199
jobs_collectionsThe C# Job System and native containers: NativeArray and NativeSlice, IJob, IJobParallelFor and IJobFor (scheduled, parallel and run), dependencies, the safety system's errors, and the Collections package's containers (capacities, hash map orders, sorting) and fixed strings (formatting, comparison, hashing).3195
joints2d_basic2D joints, one fixed step per frame: defaults, a hinge pendulum, hinge motor and limits, distance (rigid and rope), spring, fixed, slider with limits and motor, wheel suspension, target joint, and breaking (OnJointBreak2D). Unity's 2D joints are Box2D v2 joints, as ours are.121229
joints_basic3D joints, one fixed step per frame: defaults, a hinge pendulum (angle and velocity), a hinge motor, hinge limits and spring, a fixed joint between bodies, a spring joint, a configurable joint as a slider, and breaking (OnJointBreak). Joint solvers differ between PhysX 4.1 and 5.1 in detail, so motion compares at 1e-2.121197
json_utilityJsonUtility: ToJson (compact and pretty) of every field kind Unity serializes, what it leaves out, null and odd inputs; FromJson and FromJsonOverwrite with partial, extra and mistyped fields, and with MonoBehaviour and ScriptableObject targets.136
lifecycle_basicLifecycle order for creation, deferred activation, component enable/disable and deferred destruction.839
lifecycle_hierarchyLifecycle order across a hierarchy and across several components on one object: activation and deactivation cascades, a component disabled while its object is inactive, Start deferred by disabling before the first frame, and destroying a subtree.756
lights_2dURP 2D lights and sorting layers: the project's sorting layers (one before Default, one with an ID past 2^31), their IDs, names and values, renderers moving between them; Light2D's defaults, clamping, target sorting layers and shapes; and a Unity scene (NE2DScene) with a freeform light and a lit sprite on another layer.6136
lines_and_trailsLineRenderer and TrailRenderer: defaults, positions, the geometry BakeMesh makes (widths and width curves, corner and cap vertices, gradients, texture modes, loops, transform-Z and view alignment, local and world space), Simplify; trails taking points as their object moves (minVertexDistance, time, emitting), points expiring, AddPosition(s), SetPosition and Clear.16309
lod_groupsLODGroup's API: a new group's defaults, levels set and read back, bounds recalculated from its renderers, and the quality settings LOD selection uses.135
math_mathf190
math_rotations179
math_vectors194
mathematicsThe Mathematics package: vector and matrix types (constructors, conversions, operators, swizzles, formatting, hashes), the math functions, matrix constructors and inverses, quaternions and Euler angles, the transforms, Random's sequences and the noise functions.1422
mesh_combineMesh.CombineMeshes: two meshes (one with two submeshes) merged into one submesh or kept apart, with and without their matrices; which vertices and triangles come along for a chosen submesh; the bounds; and indexFormat.132
navigationNavigation: a NavMeshSurface built at runtime over a floor with a wall, a pillar and a closed room; NavMesh queries (paths around the wall and into the room, sampling, raycasts, edges, areas and the build settings); and NavMeshAgents walking frame by frame (around obstacles, braking or not at a stopping distance), stopped, resumed, warped, reset and moved by hand.3209885
navigation_avoidanceAgent avoidance, by outcome rather than frame by frame (avoidance samples velocities, so paths differ in detail): two agents meeting head-on, four crossing, one walking through an idle agent, a pair without avoidance, a pair with different priorities, and an agent passing a NavMeshObstacle. Each case runs on its own floor; the checks are closest approach, sideways deviation, arrival, and that the idle agent stays near its spot. (Unity's walker also nudges the idle agent a little on its way past; Tassix's goes around it.)400420
navigation_linksOff-mesh links: two floor islands joined by a NavMeshLink; paths across it (and back over a one-way link); an agent crossing it on its own, frame by frame, and one that waits on it until the script completes the link; links added and removed through NavMesh.2004336
object_lifetime"Fake null" and destroyed-object behavior: equality with null before and after Destroy / DestroyImmediate, implicit bool, ToString, what accessing a destroyed object throws, and new MonoBehaviour().330
particle_collisionThe particle collision module, with particles emitted by hand (no randomness): one sliding off a plane (bounce, dampen, lifetime loss), one bouncing on a BoxCollider in World mode until it is slow enough to die (minKillSpeed), with collision messages on both sides; and the defaults of the collision, noise and trail modules.120775
particlesParticleSystem without randomness: the main and emission modules' defaults, emission over time and bursts frame by frame, each particle's position, velocity, lifetime, size and color under constant settings and lifetime curves, Emit with EmitParams, Simulate, Stop behaviors, and MinMaxCurve / Gradient evaluation. Emission shapes are off: their positions are random.801443
physics2d_basic2D physics as scripts see it, one fixed step per frame: defaults, free fall, bodies resting on static colliders (box, edge), callbacks (frames, order relative to FixedUpdate, contact data), triggers, layers, kinematic MovePosition, the speed limits, continuous versus discrete detection, bounciness combining, impulses, and queries. Unity runs Box2D v2 as Tassix does, so motion compares closely; resting positions use 1e-3.151409
physics2d_queries2D collider-to-collider queries: Collider2D.Distance and Physics2D.Distance (separated, touching and overlapping pairs), ClosestPoint on colliders and bodies, Collider2D.Cast and Rigidbody2D.Cast (siblings ignored or not, filters), Overlap and Physics2D.OverlapCollider, GetContacts in its forms for a box resting on the ground, CanContact, and GetRayIntersectionNonAlloc.42222
physics_basic3D physics as scripts see it, one fixed step per frame: defaults, free fall, bodies coming to rest on static colliders, collision and trigger callbacks (frames, order relative to FixedUpdate, contact data), layer collision masks, kinematic bodies, and queries (raycasts, overlaps). Motion after contact depends on the solver; Tassix uses PhysX 5.1 where Unity uses 4.1, so resting positions compare at 1e-3.151219
physics_layer_overridesColliders' and rigidbodies' includeLayers and excludeLayers: spheres dropped on a ground box, each with an override (or the ground with one), against the layer matrix; which rest on the ground and which fall.6278
physics_queriesThe rest of Physics' queries: SphereCastAll, BoxCastAll and CapsuleCastAll (hits, initial overlaps, distance limits, triggers), their NonAlloc forms and the NonAlloc overlaps with small buffers, Physics.ClosestPoint and ComputePenetration at given poses, ClosestPointOnBounds, Rigidbody.SweepTest and SweepTestAll, and Physics.IgnoreCollision between pairs of colliders (bodies falling through the ground or not, and what disabling a collider does to it). Hits are listed by collider name: Unity doesn't order them.60222
platform_effectors_2dPlatformEffector2D one-way platforms: a body dropped from above lands on one; a body thrown up from below passes through and lands on top; a platform turned upside down by its rotational offset lets a falling body through; a body on a layer outside the effector's collider mask meets an ordinary solid collider; and switching useOneWay off makes the platform solid from below.121141
player_prefsPlayerPrefs: defaults, typed values (reading a key as another type), overwriting with another type, strings beyond ASCII, extremes, HasKey and DeleteKey. Uses its own keys and removes them.123
property_blocksMaterialPropertyBlock (every kind of value set, read back and tested for, colors stored as linear vectors, Clear and isEmpty) and renderers with blocks: the block is copied when set, materials keep their values, per-material-index blocks, clearing with null. Also Color's named colors, every static Color property bit for bit.2212
randomUnityEngine.Random: seeded sequences must match Unity exactly (scripts use seeds for procedural content), including the serialized state fields, which are read by reflection. Also Mathf.PerlinNoise.169
reflection_probesReflectionProbe's defaults, settings and bounds, one imported from a Unity scene (NELightScene), RenderProbe's ids, and Cubemap's pixel API: sizes, formats, mips, and how 8-bit and half formats store colors. What probes render isn't recorded (that's the GPU's).478
render_settingsRenderSettings: a new scene's defaults, setting them from a script, and a Unity scene's own (NELightScene: trilight ambient, linear fog, a sun), which apply once it is the active scene and stop applying when another scene is active again.5161
render_texturesRender textures as scripts see them (batch mode records no pixels): their settings from each constructor, temporaries and their reuse, and a camera drawing into one: its pixel size, aspect and screen conversions follow the texture.338
rendering_2dTextures, sprites and materials as scripts see them: Texture2D defaults, pixel storage (RGBA32 quantization), wrap modes, bilinear sampling and mip counts; Sprite.Create geometry; SpriteRenderer defaults and bounds; the built-in shaders' names, render queues and properties.1156
rendering_dataThe data side of rendering, which scripts depend on: camera defaults, projection and view matrices, viewport conversions and rays; light and renderer defaults; and the built-in primitives (components, mesh sizes, and exact data for the simple ones).1135
resources_asyncResources.LoadAsync: a model, a texture, a text file and a missing path requested together; when they complete, their assets, the completed callbacks, and that they are the assets Resources.Load returns. Reading a request's asset before it is done loads it, but the request still completes with the others. How many frames loads take varies (in Unity, and in Tassix, which streams models on a background thread), so the checks run once all are done, from frame 60.120139
scene_managementSceneManager with the build-settings scenes NESceneA and NESceneB: created scenes, moving objects between scenes, additive and single loads (sync and async, held by allowSceneActivation), unloading, the active scene, DontDestroyOnLoad, scene events, and when loaded objects get Awake, OnEnable, Start and their first Update. Scene A has one probe: Unity doesn't define the order of a loaded scene's Awake calls.32130
scriptable_objectScriptableObject at run time: CreateInstance (generic, by Type, by name) and when Awake/OnEnable run, Instantiate copies, Destroy and DestroyImmediate (OnDisable/OnDestroy and fake null).436
serialization_callbacksWhen ISerializationCallbackReceiver runs: not on AddComponent or CreateInstance; on Instantiate (the original before, the copy after, nested objects too, before Awake); and in JsonUtility's ToJson, FromJson and FromJsonOverwrite.122
skinned_meshesSkinning: bone weights and bind poses on a mesh, a SkinnedMeshRenderer deforming it as its bones move, BakeMesh with and without scale.374
skinned_modelsA skinned, animated FBX (Resources/NESkinned.fbx, made in Blender): its hierarchy, skin (bones, weights, bind poses), its take as a clip, and the mesh as the clip poses it.298
sprite_sheetsSprites imported from textures (NESpriteSheetScene): a sheet's sprites (Sprite Mode Multiple) by their own rects, pivots (presets and custom) and borders, and a single sprite's pivot preset and border, as their renderers in a saved scene show them; and a sheet loaded through Resources (Load gives its first sprite, LoadAll all of them); textures larger than their importer's max size (NEBig, NEBigSheet).369
text_meshesTextMesh, the legacy 3D text: its defaults (it brings a MeshRenderer), and the bounds its glyphs give its renderer, by font size and character size, the nine anchors, alignment of several lines, line spacing, tabs, rich text (and without), italic, offsetZ and the transform; the material it draws with; when the bounds follow a change. Uses the conformance package's Liberation Sans, never an OS font.457
text_utilitiesTextMesh Pro's helpers that its sample scripts use: what character, word and line is under a point (TMP_TextUtilities, on a world-space canvas with no camera, so screen points are world points), TEXT_CHANGED_EVENT, reordering a text's quads, the hashes and hex parsing, and the color and vector extension methods.357
tilemapsGrids and tilemaps: cell math for rectangle, isometric and hexagon layouts and swizzles; setting, reading and filling tiles; per-cell color, flags and collider types (and what the tile's flags lock); bounds; change events; a TilemapCollider2D's shapes; and a tilemap saved in a scene (NETilemapScene).454
time_screenTime's capture settings (captureDeltaTime and captureFramerate, which the recording runs at the fixed step), what they do to deltaTime, time and the number of fixed steps (counted over spans that don't depend on where the fixed clock stood), timeScale with them, timeSinceLevelLoad advancing with time and maximumParticleDeltaTime; and Screen's settings and their defaults (orientation, autorotation, brightness, sleep timeout, cutouts, resolutions). Unscaled times stay real time while capturing, so they aren't compared.1682
transform_worldWorld-space Transform: hierarchy composition (including non-uniform scale under rotation), point/direction conversion, world setters, reparenting with and without keeping the world pose, and the movement helpers.1119
ui_animationUI animated by an Animator (NEUIAnimScene): curves on a RectTransform (anchored position, size, anchors, scale), a CanvasGroup's alpha and an Image's color, sampled as the clip plays and after it ends.60138
ui_eventsUI input from a Unity scene (NEUIScene): raycasts through the overlay canvas, then a mouse the scenario adds moving, pressing and dragging over a Button (whose onClick runs persistent calls of every kind), a Toggle and a Slider, with the pointer events probes receive, selection, the button's color tint and the controls' values.40108
ui_graphicsThe meshes uGUI graphics generate (recorded by a mesh effect when the canvases update): Image simple, with preserved aspect, sliced (with and without its center), filled horizontally and radially, without a sprite, and RawImage with a UV rect; colors; preferred sizes; and a rebuild after the color and sprite change.315
ui_inputText entry and dropdowns, built with DefaultControls (and TextMeshPro's): input fields edited through ProcessEvent with keyboard events (typing, caret and selection keys, deleting, validation by content type, the character limit, passwords, multi-line, submit and cancel) and their events; dropdowns' options, caption, list and picking an item.852
ui_layoutuGUI layout: RectTransform math on a world-space canvas of a set size (stretched and corner anchors, pivots, a child that follows its parent, localPosition edits, SetSizeWithCurrentAnchors, SetInsetAndSizeFromParentEdge, world corners), horizontal, vertical and grid layout groups with LayoutElements, a ContentSizeFitter, and CanvasScaler on a screen-space canvas.335
ui_scrollScrolling and masking: a ScrollRect with a RectMask2D viewport and a vertical Scrollbar, dragged (clamped), scrolled with the wheel and moved through the scrollbar; a second one with a Mask, elastic, overstretched while dragged. Drags go straight to the handlers with pointer data the scenario makes. Inertia and the elastic spring back aren't recorded: Unity runs them in real time, even with captured frames.631
ui_textText with one font file on both sides (Liberation Sans, from the suite's Resources): the dynamic font's metrics and advances, TextGenerator sizes, legacy Text layout (alignment, wrapping, truncation, best fit, rich text, line spacing) and TextMeshPro's layout of the same text. Glyph bitmaps' bounds aren't compared: they depend on the rasterizer's hinting (Unity's FreeType snaps stems to pixels), so layout is checked through pen positions, and meshes through their quads and colors.353
ui_toolkitUI Toolkit: a UIDocument cloning a UXML document (with a template and a style sheet, from the suite's Resources) into a pixel-sized panel themed with the default runtime theme. Frame 0 checks the tree (queries, classes, UXML attributes), the cascade (specificity, combinators, variables, inheritance, initial) and event propagation; frame 1 the flexbox layout (grow, wrap, percentages, absolute positions, min/max, display none, reverse) and geometry events; frame 2 layout after style, class and hierarchy changes; frame 3 the theme's styles for the built-in controls and a button clicked with pointer events. Text isn't laid out against Unity: its size depends on the font renderer.5498
ui_toolkit_bindingUI Toolkit's data binding and collection controls: Unity.Properties paths (parsing, combining) and PropertyContainer by the property bag rules (which fields and properties count); DataBinding in each mode, with local and global converters, style paths and hierarchical data sources, checked frame by frame as sources and controls change; ListView items, selection and refresh; DropdownField values and indices.668
ui_toolkit_context_menusUI Toolkit's contextual menus: DropdownMenu (actions, statuses, separators, inserting, removing, preparing for display, running actions), ContextualMenuManipulator building a menu when a manager displays one, the runtime panel's manager, and a multi-column view's header menu (its items, headerContextMenuPopulateEvent, and its actions hiding and showing columns).416
ui_toolkit_controlsUI Toolkit's input controls under the default runtime theme: TextField (structure, defaults, value and text, max length, selection, password masking, keyboard events sent to it while focused: they don't edit), Slider and SliderInt (structure, defaults, clamping, range changes, the dragger's place along the tracker, events), Scroller, a ScrollView's scrollers when its content outgrows it, focus order with Focus and Blur, and the theme's styles for each part. Text sizes aren't compared: they depend on the font renderer.694
ui_toolkit_foldoutUI Toolkit's Foldout: structure and classes, defaults, text, value (its content shown or not, change events, the toggle following), the toggle's value changing the foldout's, nesting (depth classes), children added to the content, focus, and the theme's styles. Text sizes aren't compared.431
ui_toolkit_list_dragDragging to reorder a ListView, with pointer events sent through the panel as input would: in the simple mode (the drop marker between items) and the animated one (the dragged item following the pointer, the others making room), frame by frame, and the drag-and-drop callbacks (canStartDrag, setupDragAndDrop) and their arguments.3268
ui_toolkit_list_editingListView's editing: reorderable items (simple and animated, their drag handles), the add/remove footer (its buttons submitted), the foldout header with the collection's size, and the view controller (adding, moving, removing and clearing items, ids, events). Pointer drags aren't compared: scripts can't make Unity's.838
ui_toolkit_list_virtualizationListView's virtualization: only the items the viewport shows (and a few more) are made, then bound again as it scrolls. Checked: how many items are made and bound, which indices the items show, their places, the content's size, scrolling by offset and ScrollToItem, GetRootElementForIndex, refreshing after the source shrinks or grows, Rebuild, and dynamic heights (the rows in view and their places). Binding is compared as the indices bound and unbound at each step, not their order (Unity's view controller binds some twice).1670
ui_toolkit_multi_columnUI Toolkit's MultiColumnListView: the header and rows' structure, column defaults and widths (fixed, stretched, minimum), cells made and bound per column, sorting (default mode with comparisons, the sort descriptions, ids against indices, events), hiding and reordering columns. Text sizes aren't compared.842
ui_toolkit_numeric_fieldsUI Toolkit's numeric fields (IntegerField, LongField, FloatField, DoubleField, UnsignedIntegerField, UnsignedLongField): structure and classes, defaults, how values show as text (format strings) and how text reads as values (numbers, expressions, limits, bad text), text set while focused and committed on blur, dragging deltas (ApplyInputDeviceDelta at each speed), change events, and the theme's styles. Text sizes aren't compared: they depend on the font renderer.453
ui_toolkit_transitionsUI Toolkit's transform styles and transitions: translate, rotate, scale and transform-origin set from scripts and from USS (their keywords, resolved values, and that layout ignores them), world bounds, coordinate changes and picking through a rotated and scaled element; the transition lists from USS and scripts; transitions' events (run, start, end, cancel) and values between their ends. Times aren't compared: frames take different real times (so a very short transition's events, and those of one a class change starts, are only compared some frames later).2068
ui_toolkit_tree_columnsTreeView's view controller (DefaultTreeViewController: ids, parents, children, depth, moving items, data) and MultiColumnTreeView (rows of cells with the tree's toggle and indents in the primary column, expanding, sorting siblings). Text sizes aren't compared.724
ui_toolkit_tree_viewUI Toolkit's TreeView: rows (their toggle, indents and content), the rows a tree shows as items expand and collapse (one, with their children, all, the roots), expansion events, ids, parents, children and data by index and id, selection by id (and what it expands), adding and removing items, the toggle's value expanding its item, and the theme's styles. Text sizes aren't compared.1254
ui_toolkit_vector_fieldsUI Toolkit's composite fields (Vector2/3/4Field, Vector2/3IntField, RectField, RectIntField, BoundsField, BoundsIntField): structure, classes and labels, values shown in their numeric fields, a numeric field's change making the composite's (and the events each sends), isDelayed passed down, and the theme's styles. Text sizes aren't compared: they depend on the font renderer.358
unity_importA scene saved by the Unity editor (NEImportScene.unity, with a prefab and a material asset), loaded at run time: hierarchy order, transforms, tags, layers and active flags; built-in component settings; serialized script fields with references; prefab instances with overrides; and instantiating the prefab asset a field references.6332
value_types1104
volumesThe Volume framework (Core RP) and URP's post-processing overrides: the effects' defaults and parameter clamping, profiles, and blending global and local volumes (weights, priorities, colliders, blend distances) into a stack seen from different places.3298
wheel_collidersWheelCollider: a new wheel's defaults (friction curves, suspension spring), the sprung mass Unity gives each wheel, and a 1000 kg car on four wheels: settling on its suspension (pose, compression, ground hits), accelerating on rear-wheel torque, braking, and turning; a second car in the air, its wheels spun up by torque and slowed by their damping. Every fifth frame is recorded.200427

From docs/compatibility/conformance.md in the repository.