> For the complete documentation index, see [llms.txt](https://mindcodeinteractive.gitbook.io/easy-build-system/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://mindcodeinteractive.gitbook.io/easy-build-system/get-started/compatibility.md).

# Compatibility

This page covers supported Unity versions, render pipelines, platforms, and input systems.

***

### Unity Versions

<table><thead><tr><th width="194.800048828125">Version</th><th>Status</th></tr></thead><tbody><tr><td>Unity 2020.3 LTS</td><td>Supported</td></tr><tr><td>Unity 2021.x</td><td>Supported</td></tr><tr><td>Unity 2022.x</td><td>Supported</td></tr><tr><td>Unity 2023.x</td><td>Supported</td></tr><tr><td>Unity 6 (6000.x)</td><td>Supported</td></tr></tbody></table>

### Input Systems

<table><thead><tr><th width="202">System</th><th>Requirement</th></tr></thead><tbody><tr><td><strong>Legacy Input Manager</strong></td><td>No additional setup needed. Key bindings are configured directly in the inspector.</td></tr><tr><td><strong>New Input System</strong></td><td>Requires the Input System package. Assign <code>InputActionReference</code> assets in the <code>BuildingInput</code> and <code>BuildingMenuUI</code> inspectors.</td></tr></tbody></table>

The framework uses `#if ENABLE_INPUT_SYSTEM` preprocessor directives, so both paths coexist.\
You can switch between them via Player Settings without modifying any code.

### Render Pipelines

<table><thead><tr><th width="323.5999755859375">Pipeline</th><th>Status</th></tr></thead><tbody><tr><td>Built-in Render Pipeline</td><td>Fully supported</td></tr><tr><td>Universal Render Pipeline (URP)</td><td>Fully supported</td></tr><tr><td>High Definition Render Pipeline (HDRP)</td><td>Fully supported</td></tr></tbody></table>

### Target Platforms

<table><thead><tr><th width="221">Platform</th><th width="143">Status</th><th>Notes</th></tr></thead><tbody><tr><td>Windows / macOS / Linux</td><td>Fully supported</td><td></td></tr><tr><td>Android</td><td>Supported</td><td>Auto-save on pause/focus loss is included. Touch input works with the mobile input mode in UI menus.</td></tr><tr><td>iOS</td><td>Supported</td><td>Same as Android. Uses <code>OnApplicationPause</code> and <code>OnApplicationFocus</code> for save handling.</td></tr><tr><td>WebGL</td><td>Supported</td><td>File-based save paths may need adjustment.</td></tr><tr><td>Consoles</td><td>Supported</td><td>Gamepad input mode available in building menus.</td></tr></tbody></table>

***

### Assembly Definitions

The framework uses two assembly definitions to keep compilation clean and isolated:

<table><thead><tr><th width="410.7999267578125">Assembly</th><th>File</th></tr></thead><tbody><tr><td><code>MindCodeInteractive.EasyBuildSystem.Runtime</code></td><td>Runtime gameplay code</td></tr><tr><td><code>MindCodeInteractive.EasyBuildSystem.Editor</code></td><td>Editor-only tools and inspectors</td></tr></tbody></table>

{% hint style="warning" %}
If your own scripts need to reference **Easy Build System** types.\
Add the appropriate assembly reference in your `.asmdef` file.
{% endhint %}


---

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