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6000.7.0b8100 shown
Deprecated the Baked Occlusion Culling authoring workflow in the Editor. New projects no longer expose its authoring UI, while existing projects retain the workflow and baked data and display a deprecation notice. Consider migrating to GPU Occlusion Culling where supported.
GraphicsBreaking
Moved mesh deformation compute shaders to from default built-in resources to built-in extra resources.
GraphicsChange
Removed un-unused UnityAot2 Hashes.
IL2CPPBreaking
Added a -CPULightmapper=no command line switch to the Windows Editor installer that skips installing components only the CPU Progressive Lightmapper requires, currently the end-of-life Microsoft Visual C++ 2010 runtime.
InstallerWindowsUUM-149122
Removed assertions from ToFileDescriptor.
Linked bug report
UUM-145761: Linux Editor intermittently aborts with a `ToFileDescriptor` assertion (`fd < sysconf(_SC_OPEN_MAX)`) during a `NamedPipeServerStream` async accept while compiling scripts in batchmode

On Linux/Docker CI build, the editor sometimes crashes when building and during test runs. The crash happens when ToFileDescriptor is called inside pal_utilities.h:160 with the message 'Assertion `fd < sysconf(_SC_OPEN_MAX) && "Requested file descriptor exceeds maximum number of files allowed to be open at a time."' failed.'` Logging open fds shows this is {}not{} exceeding the maximum. Steps …

Retrieved 2026-11-09
MonoBreakingUUM-145761
Changed the run mode of a local player (Scenario Control / Manual Control) to be stored per developer instead of in the scenario asset, so it no longer travels with the asset in version control. Existing scenarios reset to Scenario Control the first time you open them in this version.
MultiplayerChange
Unity Transport: The RoslynAnalyzerFix asset post-processor (and its assembly) have been removed from the package. This deprecated hook did not serve a purpose anymore since the analyzer was removed from the package in version 2.5.0.
MultiplayerBreakingUUM-146183
Always automatically generate the NetcodeConfig singleton. This is a breaking change for any project that uses EntityManager.CreateSingleton<NetcodeConfig>() to create the singleton explicitly. You can update your code to use SystemAPI.GetSingleton<NetcodeConfig>() instead.
Netcode for EntitiesBreaking
N4E is now a regular editor-independent package, where previously it was built-in.
Netcode for EntitiesChange
Added localization package 2.0. This version is designed to work with the built in localization module.
Package
Changed the signature window to be more consistent and display more information about the installed package.
Package ManagerChange
Help boxes learn more links are at the end of the text in the Package Manager window.
Package ManagerChange
Updated the icons for Installed, Refresh, Installed as dependency and removed the icons for available for import, and available for download.
Package Manager
PerformanceTestRunInfo.json and PerformanceTestRunSettings.json are no longer generated during player builds that do not include test assemblies, as they are only read by performance tests running inside the player. Stale files left behind by an aborted test build are removed before such builds instead of being included in them.
Performance Test FrameworkBreaking
"PhysicsComposer.AddLayer", "PhysicsComposer.ToPolygons", "CircleGeometry.ToPolygons" and "CapsuleGeometry.ToPolygons" now log the standard validation warning instead of throwing "ArgumentOutOfRangeException" when given no geometry, fewer than three vertices or an invalid "curveStride".
Linked bug report
UUM-156367: Crash on MimallocAllocator::Allocate when CircleGeometry.ToPolygons and PhysicsComposer.AddLayer are called with a curveStride of NaN

How to reproduce: 1. Open the attached “IN-155847“ project 2. In the top Menu bar, click “Repro” > “1 - CircleGeometry.ToPolygons with curveStride NaN (CRASHES the Editor)” 3. Observe the crash Reproducible with: 6000.3.17f1, 6000.3.26f1, 6000.6.6f, 6000.7.0b4, 7000.0.0a8 Could not test with: 6000.0.84f1 (“Repro” Menu item would not appear), 6000.3.15f1 (could not solve errors from downgrading…

Retrieved 2026-11-10
Physics 2DChangeUUM-156367
Changed the default value of PhysicsBodyDefinition.transformWriteMode from Off to Interpolation. Existing PhysicsCoreSettings2D assets are unaffected; only newly created assets use the new default.
Physics 2DChange
Changed PhysicsWorld.Explode so that it no longer applies an impulse to trigger shapes by default.
Physics 2DChange
Loading a prefab or scene that stores prefab data in the format written by Unity 3.3 and earlier now logs a deprecation warning naming the asset. Save the asset to store it in the current format.
PrefabsChange
Added an infobox to Build Profiles window that informs you of the new Managed Code Variants feature. This infobox can be permanently dismissed by pressing the "Dismiss" button.
ScriptingChange
Added CoreCLR runtime, .NET base class library, and managed Unity engine PDBs to the public symbol server.
ScriptingChangeServer
Changed the Dictionary Inspector warning about ignored entries to offer both Select First and Select All buttons when more than one entry is ignored.
SerializationChangeUUM-151199
Dictionary fields can now use a class or struct key, or a struct value, that contains a SerializeReference field.
SerializationChange
Renamed the Reset to Defaults item in the Dictionary Inspector header context menu to Reset Layout, to make it clear that it restores only the drawer layout and not the dictionary contents.
SerializationChangeUUM-151199
Moved the Particle Shader Graph sample from the HDRP package to the Shader Graph package.
ShadergraphChange
Removed the Back To Front and Front To Back Render Face options from URP Shader Graphs. Shader Graphs and materials saved with these options now render front faces only.
ShadergraphBreaking
Surface shaders are now marked as deprecated.
ShadersBreaking
Always show the UXML document link and asset actions in the element inspector header outside the UI Stage.
UI ToolkitChange
AttributeOverrides are now shown as disabled during main stage authoring.
UI ToolkitChange
Changed Constant Physical Size panels to account for the Game view's Low Resolution Aspect Ratios setting when resolving scale.
UI ToolkitChange
Changed the Text attribute field to 3 lines by default instead of 1 when editing in the UI Builder or Scene inspector.
UI ToolkitChange
Changed theme style sheets to rank above Unity's built-in styles regardless of selector specificity; the previous behavior can be restored with the Legacy Theme Priority setting in Project Settings > UI Toolkit.
UI ToolkitChange
Changed touch dragging of ScrollView content on world-space panels so the content follows the finger pixel for pixel, regardless of the Pixels Per Unit setting.
Linked bug report
UUM-139596: UITK WorldSpace ScrollView behaviour on Mobile

R.e. ScrollView behaviour in Worldspace UI on Mobile devices: On touch devices, the scrolling should work as follow: * When we touch the scroll bar and move it up and down, it should follow your finger. And the grid should move in the opposite direction. That works as expected in the video But when you touch the grid and drag it around, the grid should follow your finger, and the scroll bar sh…

Retrieved 2026-11-09
UI ToolkitChangeUUM-139596
Changed z-index transitions between auto and an integer to switch at the midpoint of the transition instead of interpolating from 0, to match CSS.
UI ToolkitChange
Fixed -unity-slice properties not recording or playing back in UI Animation Clips.
UI ToolkitChange
The Editor theme style sheet is now applied to the root of the Editor window panel instead of EditorWindow.rootVisualElement, so it no longer appears in rootVisualElement.styleSheets.
UI ToolkitChange
Allow skipping of shadow, prepass, opaque, and transparent passes when the culling/layer masks would mean nothing would be drawn.
URPChange
Mata passes for GI no longer requires _EMISSION but checks purely from gi material flags.
URPChange
Renamed the Light Falloff Mode option from Linear to Quadratic.
URPChange
Reordered the Screen Space Ambient Occlusion pass when After Opaque is enabled. In previous versions, it used to run in the BeforeRenderingTransparents point in the frame. Now it runs in the AfterRenderingOpaques point in the frame.
URPChange
Moved the "Restart VFX" shortcut from Shift+Space to Slash.
VFX GraphChangeUUM-150458
Provided clear messaging that custom light probes are not fully supported in VFX Graph yet.
VFX GraphChangeUUM-150046
Further reduce the code size of Web builds using the "Disk Size" Code Optimization settings. Testing across multiple projects and devices showed that compared to the default "Shorter Build Time" setting, "Disk Size" reduced code size by an average of 8.75%, with this change the reduction is now an average of 21.35%. As always these settings are a trade-off between size and runtime performance, the same testing showed that the average frame time performance regression grows from 2.13% to 4.56% with the performance regression being reduced when LTO is enabled.
WebChange
Move progressive asset loading data files to Build directory of player build output.
WebChange
Updated deprecation message for WebAssembly 2023.
WebChange
DirectStorage is now enabled by default in new projects for the Windows Standalone player.
WindowsChange
Windows builds now link the Visual C++ runtime dynamically instead of statically, and Unity copies the required Visual C++ runtime DLLs (such as vcruntime140.dll and msvcp140.dll) into the build output next to the executable. A new "Copy Visual C++ runtime libraries" option under Publishing Settings (on by default) lets you skip copying them if you install the redistributable another way, for example via your own installer or a distribution platform such as Steam.
Windows
Updated XR Core Utilities package to version 6.0.0 in order to match Unity version.
XRChange
Updated XR Legacy Input Helpers package to version 6.0.0 in order to match Unity version.
XRChange
XR Management package version updated to 6.0.0.
XRChange
Fix case where ideo is not rendered when the VideoPlayer GameObject is disabled and re-enabled after playback starts while using Material Override render mode
Fix Crash on "pqInit" when SpriteShapeUtility.Generate is given a closed shape with two coincident control points. Note this API is specific to an old Spriteshape package and will be deprecated in an upcoming version. Please refer to SpriteShapeGenerator.cs in the Spriteshape package for any future use of Triangulation.
Fix Crash on SpriteAtlas::GetSpritesScripting when passing null to SpriteAtlas.GetSprites
Fix editor crash in SpriteDataAccessExtensions::SetVertexCount when the count is negative
Fix issues where Unsaved Changes Detected pop-up are doubled after editing Sprite Atlas asset if it was open on multiple Inspector windows and choosing the Discard option
2DFixWindowsUUM-151573
Fixed a "No script asset for ShadowCasterPath" warning when you undo or redo a Shadow Caster 2D shape edit in Play mode.
Linked bug report
UUM-152935: "No script asset for ShadowCasterPath." warning is thrown after performing Undo action for ShadowCaster shape changes in Play Mode

Steps to reproduce: Open the attached project Open the SampleScene Enter Play mode Switch to Scene View Select the Triangle object in the Hierarchy Press the Edit Shape Button for the ShadowCaster2D component in the Inspector window Change the ShadowCaster's shape Perform an Undo action Observe the Console window Actual results: Undo action is performed correctly, however "No script asset for …

Retrieved 2026-11-10
Fixed a case where in In 3D Editor mode, textures did not generate Sprite subassets when imported as SpriteSprite Generation.
Linked bug report
UUM-142920: In 3D editor mode, textures do not generate Sprite subassets when imported as Sprite

Steps to reproduce: Open 3D project or switch Behaviour Mode to 3D in Project Settings > Editor Add texture/image to Assets In Inspector, switch Texture Type from Default to Sprite Observe no Sprite subasset generated Note: In 2D editor mode, Sprite subasset is generated even when Sprite Mode is Multiple by default Actual results: Expected results: Reproducible with versions: 6000.6.0a5 Not re…

Retrieved 2026-11-09
Fixed a crash when entering Play Mode with a Tilemap whose tiles re-enter the Tilemap API during StartUp.
Fixed a NullReferenceException thrown every frame by a 2D Light of type Provider whose Light2DProvider returns no mesh.
Fixed a NullReferenceException when a Light 2D created from a script is set to Freeform without a shape path.
Linked bug report
UUM-154810: "NullReferenceException" error is thrown in LightUtility.GenerateShapeMesh when a Light 2D created from a script is set to Freeform

Steps to reproduce: 1. Create a new Unity project using Universal 2D Template 2. Add attached “QAFreeformNRE.cs” script to project and add it to any GameObject in Hierarchy window 3. Enter Play Mode 4. Observe the Console window Actual results: “NullReferenceException: Object reference not set to an instance of an object” error is thrown in the Console window Expected results: no exception is …

Retrieved 2026-11-11
Fixed an issue where a LineRenderer or TrailRenderer with Mask Interaction set to None was clipped by a Sprite Mask when another LineRenderer or TrailRenderer using the same material had Mask Interaction enabled.
Fixed an issue where a Point Light 2D lost its cookie sprite when a project saved in Unity 6.0 or 6.3 was opened in a newer version.
Linked bug report
UUM-156931: Point Light 2D loses its Cookie when a project saved in Unity 6.0 or 6.3 is opened in 6.5 or newer

Steps to reproduce: Open the attached project (saved in 6000.3.24f1) with 7000.0.0a8 and click Continue in the "Project Upgrade Required" dialog Open the "CookieUp" Scene Select "Point Light 2D with cookie" in the Hierarchy In the Inspector, open the kebab menu and select Debug Look at "Light Cookie Sprite" on the Light 2D component Actual results: "Light Cookie Sprite" is None (the cookie ref…

Retrieved 2026-11-10
Fixed an issue where changing the SpriteAtlas option in EditorSettings results in render artifacts.
Fixed an issue where creating a Tile from the Tile Palette failed when the destination folder name contained a dot.
Fixed an issue where rotating a multi-layer brush on a Hexagon Tilemap merged its Z layers and lost tiles.
Fixed an issue where undoing an erased Tile did not restore the Tile's GameObject.
Fixed an issue where Tilemap.tilemapPositionsChanged and tilemapTileChanged callbacks didn't invoke when SetTiles changed only the transform or color of a tile.
Fixed an issue where TilemapRenderer inherited normal maps from other Tiles when a Tile did not have a normal map.
Linked bug report
UUM-145359: Tiles inherit Normal Maps from other Tiles when no Normal Map is assigned

How to reproduce: 1. Open the attached “IN-145873” project 2. Open the scene “SampleScene” 3. Observe the Scene view Actual result: Pipe tiles have Walkway tiles' normal texture rendered on them Expected result: Pipe tiles should not have any normal texture rendered on them Reproducible with: 6000.0.0f1, 6000.0.78f1, 6000.3.18f1, 6000.4.12f1, 6000.5.1f1, 6000.6.0a7 Reproducible on: Windows 11 …

Retrieved 2026-11-09
Fixed ArgumentException when using overlay camera in 2D Renderer.
Linked bug report
UUM-148111: "ArgumentException: An item with the same key has already been added" is thrown when the Base and Overlay cameras of a 2D camera stack use different Renderers

Reproduction steps: Open the attached "IN-145480_REPRO" project Open the "Assets/Scenes/SampleScene.unity" scene Make sure both the Game view and the Scene view are visible Enter Play Mode Observe the Console Actual result: The Console continuously prints "ArgumentException: An item with the same key has already been added" Expected result: No error is thrown Reproducible with: 6000.0.0b11, 60…

Retrieved 2026-11-10
Fixed case of Tile Palette Brush Picks overlay turning itself off in the Scene View when the user clears the search field in the overlay (for example by pressing Backspace).
Fixed case where crash with multiple stack traces when Sprites with a high resolution get Sliced to a Grid with a small cell size in the Sprite Editor.
Fixed case where Sprite is not rendered in a SRP Batcher when Sprite Mask is removed after it was previously set.
Fixed child GameObjects of a Tile's instantiated GameObject remaining in the Scene after exiting Play mode or reloading the Scene.
Fixed duplicate global light error when building a player.
Fixed duplicate Sprite Editor window settings appearing in project settings.
Fixed error message when entering fast playmode with Sprite Editor Window changes.
Linked bug report
UUM-146790: Exception "AssetDatabase.ForceReserializeAssets cannot be used when in play mode" is thrown when entering Play Mode with unapplied Sprite Editor changes and Reload Domain disabled

Steps to reproduce: Create a new Universal 2D project via Unity Hub Edit > Project Settings > Editor > "Enter Play Mode Settings": enable Enter Play Mode Options and disable Domain Reload In the Project Browser right click and Create > 2D > Sprites > Triangle and Select the texture In the Inspector click "Open Sprite Editor" (or Window > 2D > Sprite Editor) Draw a Cube Sprite container in the …

Retrieved 2026-11-09
Fixed exception when creating new Tile asset when doing a drag and drop on a Tile Palette that is open for edit.
Linked bug report
UUM-143122: MissingReferenceException during image import to Tile Palette when in Tile Palette Edit mode

Steps to reproduce: Create and open a new 2D UPR project Create a Triangle Sprite png in the Project tab (Create -> 2D Sprite -> Triangle) Create a Tilemap grid in the Hierarchy Open it in the Tile Palette window Create a new Tile Palette Enable the Tile Palette Edit mode Drag the Triangle png into the canvas Create an asset from the png Observe the Console and Tile Palette Actual results: "Mi…

Retrieved 2026-11-09
Fixed GridLayout.GetBoundsLocal(Vector3Int) returning bounds that were not centered on the cell.
Fixed IndexOutOfRangeException errors thrown while editing a Freeform Light 2D shape whose edges overlap.
Linked bug report
UUM-153123: IndexOutOfRangeException Errors are thrown when editing 2D Freeform light and shape's edges overlap

Steps to reproduce: Open the attached project Open the SampleScene Select the Freeform Light 2D object in the Hierarchy In the Inspector window, click the Edit Shape button In the Scene view, Edit the shape in a way, that edges overlap each other (Reference video attached) Actual results: Multiple IndexOutOfRangeException errors are thrown while editing the Shape Expected results: No errors or…

Retrieved 2026-11-10
Fixed instanced sprite rendering producing incorrect results when a custom MaterialPropertyBlock is applied to a SpriteRenderer.
Fixed intermediate texture not created when requested by render pass.
Linked bug report
UUM-145892: RenderGraph Blit/Copy sample throws "texture handle does not have a valid descriptor" error when the Copy Render Feature is used with the 2D Renderer

How to reproduce: Open attached "IN-145916_Rendererror.zip" project Enter Play mode Observe the Console Actual result: "Render Graph Execution error", ArgumentException "texture handle does not have a valid descriptor" errors are thrown in the Console Expected result: No errors are thrown Reproducible with: 6000.0.0f1, 6000.0.78f1, 6000.3.18f1, 6000.5.1f1, 6000.6.0b1, 6000.7.0a1 Reproducible o…

Retrieved 2026-11-09
Fixed issue where Texture is not updated in TilemapRenderer when edits are made in the SpriteEditor.
Fixed Light2D memory leak when unloading scenes - the runtime-created light mesh is now properly destroyed when the component is destroyed.
Linked bug report
UUM-143650: Light2D causes memory leak when unloading scene with UnloadSyncAsync

How to reproduce: Open the attached "IN-144029" project Open the SampleScene Open the Profiler. Window >Analysis> Profiler Enter Play mode Observe the Memory Profiler and see initial memory usage Hold spacebar for 30-70 seconds Observe the Memory Profiler and see how memory usage changed Actual Result: Light2D does not destroy runtime created mesh, causing a memory leak Expected result: Light2…

Retrieved 2026-11-09
Fixed LineRenderer not initializing correctly when toggling enable on game object.
Linked bug report
UUM-147747: LineRenderer using URP SpriteLitDefault Material becomes invisible when animating its "Material._Renderer Color" property and disabling and reenabling the GameObject

Steps to reproduce: 1. Create a new 2D URP project 2. Open the “SampleScene” scene 3. Create a new GameObject with Animator and LineRenderer components 4. Create a Material using the Universal Render Pipeline/2D/Sprite-Lit-Default shader, and assign any texture to the “Diffuse” slot 5. Assign the Material to the LineRenderer. 6. Create an animation for the GameObject 7. Add the LineRenderer's …

Retrieved 2026-11-10
Fixed metal shader errors for RenderingLayerMask pass. (D2D-8107)
2DFix
Fixed NaN bounds warning for Graphics.RenderSprite.
Linked bug report
UUM-147102: Graphics.RenderSprite logs a spurious "bounds contain NaN/Inf" warning when RenderParams.worldBounds is set to a valid finite Bounds

Steps to reproduce: Create a new project via Unity Hub using the Universal 2D template Import the attached script RenderSprite_worldBounds_NaN_Repro.cs - drag it into the Project window (Assets folder) and let it compile. Open the sample scene. Create an empty GameObject: GameObject > Create Empty. Leave its Transform Position at (0,0,0). Select the GameObject, and in the Inspector click Add C…

Retrieved 2026-11-10
Fixed normals maps for flipped Tiles when using TilemapRenderer in Chunk mode.
Linked bug report
UUM-143429: Flipped Tiles with normal maps are inverted with TilemapRenderer with Chunk Mode

From https://discussions.unity.com/t/inverted-normal-map-for-flipped-tile-in-chunk-tilemap/1717641 Steps to reproduce: Follow user's reproduction steps from discussions thread Actual results: Normals are inverted for flipped Tiles Expected results: Normals are not inverted for flipped Tiles Reproducible with versions: Not reproducible with versions: Can’t test with versions: Tested on (OS): No…

Retrieved 2026-11-09
Fixed Render Objects feature failing when depth buffer is disabled.
Linked bug report
UUM-153342: Rendering fails and errors are thrown each frame when Render Objects Renderer Feature is added with Depth/Stencil Buffer disabled

Steps to reproduce: Create and open a new URP 2D project Select the Renderer2D asset in Assets/Settings Untick the "Depth/Stencil Buffer" Add "Render Objects" Renderer Feature at the bottom Observe the Game/Scene view and Console Actual results: Game/Scene view fail to render, NullReferenceExceptions and "Render Graph Execution error" are thrown Expected results: Game/Scene views continue to r…

Retrieved 2026-11-10
Fixed section headers for 2D/Grid Brush and 2D/Tile Palette preferences.
Linked bug report
UUM-149246: Section headers "Grid Brush Flood Fill Extents" and "Grid Brush Scene View Text" don't follow the documented header-sizing convention (Preferences > 2D > Grid Brush)

Steps to reproduce: Create or open a project Open Preferences > 2D > Grid Brush Compare the font size of the page title "Grid Brush" against its section headers "Grid Brush Flood Fill Extents" and "Grid Brush Scene View Text" For reference, compare against Preferences > 2D > Physics ("Physics" title vs "Colliders"/"Contacts" headers) or Project Settings > Analysis > Project Auditor ("Project A…

Retrieved 2026-11-10
Fixed Shadow Caster 2D so that the shape outline is drawn in the Scene view for every Casting Option, including Self Shadow and No Shadow.
Fixed shadows from a Shadow Caster 2D that uses a Collider 2D (for example a Tilemap Collider 2D) as its casting source flickering in the Scene and Game views.
Linked bug report
UUM-147033: ShadowCaster2D shadow flickers in the Editor's Scene and Game Views when Tilemap Shadow Caster's Casting Source is set to Tilemap Collider 2D

Steps to reproduce: Open the attached project Open the "Level" scene (Assets/Scenes/Level.unity) In the Hierarchy, select the "player_idle_0" Object Move cursor in and out of Scene or Game Views Observe the shadow cast by the "Ground" Tilemap (its ShadowCaster2D has Casting Source = Tilemap Collider 2D) Actual results: Lights flicker intermittently ignoring Shadow Casters Expected results: Lig…

Retrieved 2026-11-11
Fixed the active Brush changing to the last selected Brush Pick when the Brush Pick filter was toggled on and off.
Fixed the camera sorting layer texture resolution being affected by the Render Scale setting on the 2D Renderer.
Linked bug report
UUM-151723: Camera sorting layer texture is affected when changing Render Scale on Renderer2D

How to reproduce: Open the attached “IN-152053” project Open the “SampleScene” scene In the Project window navigate to the Assets\Settings folder and click on Renderer2D In the Inspector window change the Render Scale to some lower value Observe the Game view Actual result: Sprite resolution changes and it gets more pixelated Expected result: Sprite resolution does not change Reproducible with…

Retrieved 2026-11-10
Fixed the Grid Selection transform and color fields accepting input that was silently discarded when the selection contains no Tiles. The fields, selection tools and Delete Selection button are now disabled in that case.
Fixed the Open Tile Palette button and Tilemap Focus dropdown not filling the full width of their Scene view overlay.
Linked bug report
UUM-151417: "Open Tile Palette" menu item doesn't fully fill the width of its dropdown overlay in the Scene view

How to reproduce: 1. Create a new Unity project using the Universal 2D template 2. In the Project window, right-click -> Create -> 2D -> Tiles -> Hexagonal Rule Tile 3. Select the created Asset 4. In the Scene view, observe the "Open Tile Palette" Overlay Expected results: The "Open Tile Palette" menu item fills the full width of the Overlay Actual results: The "Open Tile Palette" menu item is…

Retrieved 2026-11-10
Fixed the Sprite Frame field edit lock override info box in Project Settings > Sprite Editor staying visible after the checkbox automatically unticks itself when the Sprite Editor window closes.
Linked bug report
UUM-153407: Info box is still displayed after the "Sprite Frame field edit lock override" checkbox is automatically unticked

Reproduction steps: 1. Create a new Universal 2D project 2. Create any Sprite (Create > 2D > Sprite) 3. Edit > Project Settings… > Sprite Editor 4. Enable Sprite Frame field edit lock override and observe the info box that appears below it 5. Select newly created Sprite Asset and click “Open Sprite Editor” button 6. Close the Sprite Editor window and observe Project Settings > Sprite Editor Ac…

Retrieved 2026-11-10
Fixed the Sync Active Palette button in the Tile Palette window being cut off or hidden when the window is resized horizontally.
Linked bug report
UUM-152530: Sync Active Palette button in the Tile Palette window is easily cut off or covered due to horizontal window scaling

Steps to reproduce: Open the attached project Observe the Sync Active Palette button next to the Tile Palette drop-down Scale the Tile Palette window horizontally and observe the button Actual results: The button gets easily cut off or covered as other elements are prioritised, leaving it inoperable despite free space being present Expected results: The Sync Active Palette button remains visib…

Retrieved 2026-11-10
Fixed Tile Palette automatic cell size using the largest Sprite size when Sprite sizes are exact multiples of the smallest Sprite size, up to 64 times.
Fixed Tilemap not updating in the Scene view when the Sprite property of an assigned Tile asset is changed in the Inspector.
Linked bug report
UUM-144070: Tilemap does not update when the Sprite property of an assigned Tile asset is changed

Steps to reproduce: Create a new 2D URP project Import the attached "TestTile" folder into the Assets In the Hierarchy, right-click > 2D Object > Tilemap > Rectangular Select the imported "TestTile.asset" from the Project window In the Inspector, assign the "TestSprite" into the Sprite property Select the "Tilemap" from the Hierarchy Drag the "TestTile" onto the Scene view Observe the Scene vi…

Retrieved 2026-11-09
Fixed TilemapRenderer flicker when editing Grid Selection scale/rotation.
Linked bug report
UUM-146002: Tile Sprite flickers when using Grid Selection Scale and Rotation axis sliders

Reproduction steps: 1. Create a new Universal 2D project 2. Window > 2D > Tile Palette > Create New Tile Palette > Create 3. Create > 2D > Sprite 4. Drag newly created Sprite into the Tile Palette window 5. Click “Paint with active brush” button and select Sprite tile in the Tile Palette window 6. Paint Sprite onto the grid in the Scene view 7. Click “Select an area of the grid” button and sel…

Retrieved 2026-11-09

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