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6000.7.0b8100 shown
Fixed a crash when opening a project that contained a manager asset holding an object of the wrong type.
Linked bug report
UUM-153271: Crash on GameObject::Reset and "GetManagerFromContext: pointer to object of manager 'TagManager' is NULL (table index 2)" error when opening a specific project

How to reproduce: 1. Open the attached “IN-154139” project 2. Observe the "GetManagerFromContext: pointer to object of manager 'TagManager' is NULL (table index 2)" error and click “Quit” and the crash Reproducible with: 6000.0.0f1, 6000.0.84f1, 6000.3.25f1, 6000.6.2f1, 6000.7.0b2, 7000.0.0a1 Reproduced on: Windows 10 (users device), Windows 11 Not reproduced on: No other environment tested No…

Retrieved 2026-11-10
Asset PipelineFixUUM-153271
Fixed a crash when opening a project with a corrupted Library.
Linked bug report
UUM-153198: Crash on IsArtifactStillRelevant when opening a project with corrupted library

How to reproduce: Download and extract the attached “IN-153468” archive Create a new project using the “Universal 3D” template and take note of it’s location Ensure that all Unity instances are closed In a Powershell window run “reproduce-standalone.ps1 <project location> <Editor location>” Observe the crash Reproducible with: 6000.0.0f1, 6000.0.85f1, 6000.3.25f1, 6000.6.2f1, 6000.7.0b2 Reprod…

Retrieved 2026-11-10
Asset PipelineFixUUM-153198
Fixed a random Editor crash on shutdown caused by a data race in the asset database script artifact bookkeeping.
Asset PipelineFixUUM-142994
Fixed a regression that slowed memory snapshot capture on Windows.
Asset PipelineFixWindowsUUM-150454
Fixed an allocation crash that could occur under heavy import loads.
Linked bug report
UUM-146671: Crash on alloc_block(ushared_memory_pool*, unsigned long) when the shared memory pool reaches its physical size limit Linux and macOS

How to reproduce: Open the attached project “IN-147419” In the menu bar, open “Repro → Generate UDS Overflow Textures” Wait for the script to finish running and for the completion message to be printed in the Console Close the Editor Delete the Library folder in the project’s directory Reopen the project Observe the crash Reproducible with: 6000.6.0a4 (77e2e2eea1be), 6000.6.0a7, 6000.7.0a2 (83…

Retrieved 2026-11-09
Asset PipelineFixUUM-146671
Fixed an Editor crash in WriteObjectToVector / CreateOrReloadInspectorCopy that could occur when entering Play Mode.
Linked bug report
UUM-112617: Editor crashes on "(Unity) WriteObjectToVector" when entering into the Play Mode

Reproduction steps: 1. Open the attached project “ReproProject“ 2. Open any Scene from Scenes folder 3. Enter into the Play Mode Reproducible in: 6000.0.37f1, 6000.0.48f1, 6000.0.50f1, 6000.1.1f1 - 6000.1.11f1 Reproducible on: Windows 11 (user reported) Not reproducible on: No other environments tested Note: The issue was not tested by CQA, as we could not reproduce it First few lines of the s…

Retrieved 2026-11-09
Asset PipelineFixUUM-112617
Fixed an import issue when creating a plugin folder (.androidlib, .bundle, .plugin, .framework, .xcframework) and adding new files in it.
Asset PipelineFixUUM-139172
Fixed an issue where a "File exists" error was shown when creating a project or duplicating a folder on an exFAT drive on macOS.
Asset PipelineFixmacOSUUM-150634
Fixed an issue where AssetImportContext.GetArtifactFilePath returned a path that could not be read with System.IO when the artifact was stored by the data store.
Asset PipelineFixUUM-150044
Fixed an issue where content could fail to commit to the data store after the Editor was force-quit during an import.
Asset PipelineFixUUM-151756
Fixed an issue where downloading from Accelerator could fail to close open file handles when finished.
Asset PipelineFixUUM-151405
Fixed an issue where macOS editors could hang when the Asset Database rescanned an absolute path.
Asset PipelineFixmacOSUUM-147982
Fixed an issue where memory misalignment could cause in-memory atomics to fail.
Asset PipelineFixUUM-147041
Fixed an issue where performance could degrade and eventually fail when the Accelerator was under heavy load.
Asset PipelineFixUUM-146082
Fixed an issue where small artifact data types could be incorrectly garbage collected, leading to leaks and even corruption.
Asset PipelineFixUUM-146807
Fixed an issue where the Editor could crash during a domain reload or on quit while asset previews were loading.
Linked bug report
UUM-141036: Crash on ProtectedScopedThreadAttach::ProtectedScopedThreadAttach when performing various Unity operations

A recurring crash issue in the Unity Editor has been observed, affecting various workflows. These crashes have been reported to happen when: Leaving the Editor idle Building the project Reproducible with versions: 6000.0.62f1-6000.0.73f1, 6000.3.0b4-6000.3.14f1, 6000.4.0b2-6000.4.4f1, 6000.5.0a6 (Sentry data) Reproducible on: Windows 11 (user) Notes: Not reproduced by CQA Sentry only collects …

Retrieved 2026-11-09
Asset PipelineFixUUM-141036
Fixed an issue where the editor could hang if the Unity.DataStore process was killed.
Linked bug report
UUM-149968: Editor hangs and reports assets as corrupted when the Unity DataStore service process terminates

Steps to reproduce: Create a new 3D URP Project Wait for all background processes to finish In the Task Manager, end the Unity.DataStore.exe process Interact with the Editor for 10 seconds Actual results: Every artifact read blocks for 60 seconds waiting on the dead service and then fails with "Error loading the file 'VirtualArtifacts/Primary/<hash>'. File is either empty or corrupted, please …

Retrieved 2026-11-10
Asset PipelineFixUUM-149968
Fixed an issue where the Editor crashed on launch when the project was on an exFAT drive on macOS.
Linked bug report
UUM-156738: Silent crash when launching a project from an external drive with exFAT formatting

How to reproduce: Create and open a new project on an external drive formatted as exFAT using the “Universal 3D” template Observe the crash Reproducible with: 6000.6.0a4 (d203f4c2ae2f), 6000.6.6f1, 6000.7.0b5, 7000.0.0a8 Not reproducible with: 6000.0.85f1, 6000.3.26f1, 6000.6.0a3 Reproducible on: macOS 27.0 (M4 Max) Not reproducible on: No other environments tested Notes: a “libc++abi: termina…

Retrieved 2026-11-10
Asset PipelineFixmacOSUUM-156738
Fixed asset previews staying white after a referenced texture is deleted and restored with the same GUID.
Linked bug report
UUM-138622: Asset thumbnails in the Project window stay white when a referenced texture file is deleted and restored

Reproduction steps: 1. Open the attached "IN-137103_PROJECT.zip" project 2. Open the “Assets/Scenes/SampleScene.unity” scene 3. In the Project window, open the "Repro" folder and select the "plant" texture 4. From the top menu bar, select "RecycleBinRepro" > "Move Selected To Bin (asset+meta)" 5. From the top menu bar, select "RecycleBinRepro" > "Restore Last From Bin (asset+meta)" 6. Select a…

Retrieved 2026-11-09
Asset PipelineFixUUM-138622
Fixed Editor crash when the Unity Version Control Diff window shows a modified prefab that contains nested prefab instances.
Linked bug report
UUM-155069: Crash on PrefabModificationsForSerializedObject::CachePrefabModifications when the UVC window refreshes on a modified prefab that contains nested prefab instances

How to reproduce 1. Open the attached “IN-153262” project 2. Ensure the com.unity.collab-proxy package is installed 3. Set up a new UVC Workspace 4. In the Project window, double click on the “Crash“ Prefab 5. Delete one of the nested “Capsule” Prefabs 6. In the Unity Version Control “Pending Changes“ window, right click “Assets\Crash.prefab” 7. Click “Diff” 8. Observe the crash Reproducible w…

Retrieved 2026-11-10
Asset PipelineFixUUM-155069
Fixed hang at startup when directory monitoring doesn't receive expected notification about changed file(s).
Linked bug report
UUM-149019: Editor deadlocks indefinitely while opening a project on a ReFS Dev Drive when a directory-monitor sync notification is lost

How to reproduce: 1. Open a large project (user reproduced with ~114k assets, 33 monitored roots: Assets + 32 embedded packages) on a Windows Dev Drive (ReFS volume) 2. Observe the project loading splash screen Actual result: DirectoryMonitorWindows::Sync blocks forever on the main thread, the editor hangs indefinitely at the splash screen with all threads parked and must be killed Expected re…

Retrieved 2026-11-10
Asset PipelineFixUUM-149019
Fixed ShaderImporter indeterminism issues and bump importer versions.
Asset PipelineFix
Fixed the AssetDatabase re-importing assets endlessly when an asset depended on a default asset produced after an import crash.
Asset PipelineFixUUM-146505
Include ShaderImporter, RayTracingShaderImporter and ComputeShaderImporter to run out of process when ProjectSettings->Parallel Importing is enabled.
Asset PipelineFix
Optimised a number of hot paths for asset importing and content building.
Asset PipelineFix
Recompute serialized singleton overlays for versioned assets if no files changed on disk.
Asset PipelineFix
Bug was already fixed. Added a test.
AudioFixUUM-147800
Fixed a bug on macOS where audio playback would slow down when the microphone was being used by the system.
Linked bug report
UUM-149880: Audio playback slows down when the microphone is being used by the system

Reproduction steps: 1. Open the attached “IN-149275” Project 2. Use the microphone on the system (e.g. by starting a Slack Huddle, or by recording in OBS with the microphone enabled) 3. While the microphone is still being used, do any playback of a .wav file (eg. AudioSource in the scene or use the preview under the inspector) 4. Observe the audio being played about 3x slower or 3x faster 5. I…

Retrieved 2026-11-10
AudioFixmacOSUUM-149880
Fixed a fatal error in the Editor when an audio output device was reconnected after Unity failed to resume audio output.
Linked bug report
UUM-158166: Crash with multiple stack traces when the main thread resumes after a USB audio output device is disconnected and reconnected

How to reproduce: Use a USB audio device as the only audio output Disable all other outputs in Windows Sound settings menu Open the attached “IN-158022” project Open the “Assets/AdtmRepro/AdtmRepro.unity” scene In the Menu bar, select “Repro → ADTM -> Log Audio State” Unplug the USB audio device Enter and exit Play mode several times, until the Console logs “FMOD failed to switch back to norma…

Retrieved 2026-11-10
AudioFixUUM-158166
Fixed a rare crash in Sound.getOpenState caused by a data race during asynchronous sound loading.
Linked bug report
UUM-145498: Infrequent crash in SoundHandle::Instance::UpdateLoadState when playing clips with Load In Background set

Steps to reproduce: Play clips with LoadInBackground set as importer option This is obscenely rare. The crash site is: ``` Unhandled exception thrown: read access violation. this->mCodec->*mFile* was nullptr. ``` Actual results: Crash Expected results: Not crash Reproducible with versions: Not reproducible with versions: Can’t test with versions: Tested on (OS): Notes:

Retrieved 2026-11-09
AudioFixUUM-145498
Fixed an assertion (m_ModifiedClips.empty()) that was logged on exiting Play Mode after playing an AudioSource whose clip had loaded while Unity Audio was toggled off and back on during Play Mode.
Linked bug report
UUM-148749: Assertion "m_ModifiedClips.empty()" is logged on Play Mode exit after playing an AudioSource when Unity Audio is enabled in Play Mode

Steps to reproduce: Open the attached Project Open Scene "EAF_Main" Open Project Settings > Audio and enable "Disable Unity Audio" Enter Play Mode In the same Project Settings disable the "Disable Unity Audio" flag In Play Mode press 1 on your keyboard to Play Audio Exit Play Mode Actual results: Error "Assertion failed on expression: 'm_ModifiedClips.empty()'" is logged Expected results: No A…

Retrieved 2026-11-10
AudioFixUUM-148749
Fixed assertion about access version needing be odd when acquiring locks in an audio subsystem, happening after the editor was left running for many days.
Linked bug report
UUM-146734: Crash on AssertImplementation when audio dual-thread lock version is even on acquire

A recurring crash issue in the Unity Editor has been observed, affecting various workflows. These crashes have been reported to happen when the Editor runs out of memory due to an audio dual-dual thread lock assert failing repeatedly. Reproducible with versions: 6000.3.0f1 - 6000.3.19f1 (Sentry data) Reproducible on: Windows 10, Windows 11 Notes: Not reproduced by CQA The logs in each report s…

Retrieved 2026-11-09
AudioFixUUM-146734
Fixed AudioClips created with AudioClip.Create losing their sample data and logging "Cannot attach thread to NULL scripting domain" errors when entering Play mode with domain and scene reload disabled.
AudioFixUUM-156073
Fixed AudioSettings.driverCapabilities returning undefined value when using the Enhanced Audio Foundation.
AudioFixUUM-148718
Fixed case of audiomixer fader clicking in playmode.
Linked bug report
UUM-150250: Audio mixer clicks when changing volume in playmode

Steps to reproduce: Have audiosource outputting through audio mixer Enter playmode and change the volume of the audio mixer rapidly with the slider Actual results: nice smooth volume, very satisfying Expected results: horrible clicks, not satisfying. Adding an effect fixes completely. Reproducible with versions: 2023.3.0a15, 6000.7.0a4 Not reproducible with versions: 2023.3.0a14 Can’t test wit…

Retrieved 2026-11-09
AudioFixUUM-150250
Fixed crash when pausing AudioRandomContainer containing streaming clips on some platforms.
AudioFixUUM-148440
Fixed invalid LoadState in some audio clips after Audio Settings reset.
Linked bug report
UUM-147700: AudioClip.loadState reports Loaded instead of Unloaded when AudioSettings.Reset() is called on a UnityWebRequest-loaded clip

How to reproduce: 1. Open the attached “IN-147907” Project 2. Open the AudioTestScene 3. Enter Play Mode 4. Press the Load button 5. Press the Print button 6. Press the Reset button 7. Press the Print button again 8. Observe the Console Actual Result: After AudioSettings.Reset(), a UnityWebRequest-loaded AudioClip reports loadState as Loaded even though frequency and samples are both 0 Expecte…

Retrieved 2026-11-10
AudioFixUUM-147700
Fixed microphone recording continuing when the application loses focus with Run In Background disabled. Recording is now muted while the application is paused.
AudioFixUUM-143384
Fixed RootOutputInstance.IRealtime not properly running through Burst if requested, even though Burst would compile and show the associated code in the Inspector.
Linked bug report
UUM-145622: Scriptable Audio Processor RootOutput isn't Bursted at runtime

Steps to reproduce: Create a `RootOutputInstance.IRealTime` and add `[BurstCompile]` to it Observe that Burst compiles the processor correctly in the Burst Inspector Actual results: The processor runs in the normal managed C# VM Expected results: The processor runs in Burst Reproducible with versions: Not reproducible with versions: Can’t test with versions: Tested on (OS): Notes:

Retrieved 2026-11-09
AudioFixUUM-145622
Prevents FMOD validation warnings when typing values in the System Sample Rate field, waits until full value is typed before validating.
AudioFixUUM-136464
Fixed crash when pack location is read-only.
Bug ReporterFix
Fixed the Player.log location.
Bug ReporterFix
Improved the resilience pipeline when fetching the Editor version for a bug report.
Bug ReporterFix
Added support to reserve capacity of PersistentManager.Remapper in Memory Settings (Main Allocators > Other Allocators > Remapper Initial Capacity).
Build PipelineFixUUM-136275
Building will now fail if scene callbacks throw an exception or crash, regardless of strict mode.
Build PipelineFixUUM-143730
Command line Player builds no longer spend extra time on a build analytics step that could not complete. The step ran before the build data it reads was written, so it failed on every Player build and collected nothing.
Build PipelineFixUUM-147655
Content Directory builds are properly stripping LODs and Editor-Only Objects from a scene before calling the scene build callbacks and batching the static meshes.
Build PipelineFixUUM-145061
ContentLayout.json (produced by content directory builds) now includes an OutputLFID field on each LoadableObjectIds entry. Previously only the source object's identifier was recorded, so tools could not correlate a loadable with its exact object in the build output without also reading BuildManifest.json. The ContentLayout.json schema version is now 2.
Build PipelineFixUUM-145565
Fixed an issue in the Build Analysis window where all columns of a table could be hidden, which left an empty list that could still be scrolled and selected.
Build PipelineFixUUM-143786
Fixed an issue where VideoClips referenced by Content Directory builds failed to load at runtime on macOS.
Build PipelineFixmacOSUUM-147430
Fixed Build And Run launching the player before the IPostprocessBuildWithReport and IPostprocessBuildWithContext callbacks had run.
Build PipelineFixUUM-154495
Fixed builds added to the build history while the Build Analysis window was closed not appearing in the build list when the window was opened.
Build PipelineFix
Fixed sequential command line builds started with -activeBuildProfile compiling scripts for the previously active platform.
Build PipelineFixUUM-150775
Fixed the Build Analysis inspector reopening on asset selection after being closed.
Linked bug report
UUM-154999: Inspector panel reopens when an Asset is selected after it was closed with the "Toggle Inspector" button in the Build Analysis window

Reproduction steps: 1. Create a new project 2. Build the project (File > Build Profiles > Build) 3. Window > Analysis > Build Analysis 4. Select the build in the left panel 5. Open the "Assets" tab 6. Select any Asset in the Asset Table 7. Close the Inspector panel with the "Toggle Inspector" button in the top-right corner 8. Select a different Asset in the Asset Table Actual result: The Inspe…

Retrieved 2026-11-11
Build PipelineFixUUM-154999
Fixed the build count in the Build Analysis window footer not following the search filter. The footer now shows the number of matching builds while searching, and shows the build limit count only from 70% of the limit.
Linked bug report
UUM-150885: Build Analysis: Build count in the bottom left of the Build Analysis window does not update while searching

Steps to reproduce: Open a project on 6000.7.0a5 that has at least two completed build reports Open Window > Analysis > Build Analysis Note the build count in the bottom left of the build list - "2 of 50 builds" Type a term with no matches into the search field at the top of the build list, for example "test" Observe the build list and the count in the bottom left Actual results: The list show…

Retrieved 2026-11-11
Build PipelineFixUUM-150885
Fixed the Build Details section of the Build Analysis window not showing a build's related builds.
Build PipelineFixUUM-155781
Improved the Build Callbacks documentation to mention the new AssetPostprocessor.OnProcessScene API.
Build PipelineFix
Moved "Enable MSBuild Compilation" project setting into editor's pane.
Build PipelineFix
Bee_backend's stale output removal should not recheck the same file indefinitely.
Build SystemFixUUM-158568
Don't hang the Editor when a previous bee_backend is still running.
Linked bug report
UUM-142773: Crash on mono_log_write_logfile when more than one copy of bee_backend is running

How to reproduce: Create a new URP project In the Player settings, change the Active Input Handling setting to any other option In the following prompt about restarting the Editor, select "accept" When the Editor loading window appears, close it by clicking x at the top right corner of the window Open the Windows task manager and type "bee" in the search bar Launch the project again and let th…

Retrieved 2026-11-09
Build SystemFixUUM-142773
Fixed an issue with DotNetFrameworkDependentApp on CSharpTools by not using it because it wasn't needed.
Build SystemFix
Fixed case of the IL2CPP Analytics tool exiting with a JsonException after a successful build when the system clock moved backwards during the build.
Linked bug report
UUM-150019: IL2CPP Analytics tool exits with a JsonException when loading a buildreport.json that contains a "dur" value larger than Int64.MaxValue

How to reproduce: 1. Create a new project 2. In the Edit > Project Settings > Player > Other Settings, set Scripting Backend to IL2CPP 3. In the Build Settings window, set Platform to macOS and click Build 4. While the build is running, in the Terminal run "sudo date $(date -v-30S '+%m%d%H%M%Y.%S')" every 4 seconds until the build finishes 5. In the Terminal, run "grep -o '\"dur\":[0-9] {15,}'…

Retrieved 2026-11-10
Build SystemFixUUM-150019
Burst compilation was skipped for jobs discovered via [JobProducerType] (such as IJobChunk) in Player builds using the High Managed Stripping Level, causing them to silently fall back to managed code. ().
Linked bug report
UUM-147717: Burst compilation fails for IJobChunk jobs when Managed Stripping Level is set to High

How to reproduce: 1. Open the attached “IN-148061” Project 2. Open SampleScene 3. Under Project Settings > Optimization, set Managed Stripping Level to High 4. Enter Play Mode 5. Observe the console 6. Build and run the Project 7. Open the player.log and find this line "of 1 executions, 1 were NOT Burst-compiled" Actual result: Burst is not used in the Player Expected result: Burst is used for…

Retrieved 2026-11-10
BurstFixUUM-147717
Ensure the bundle is resigned correctly when running under X64 process root.
Linked bug report
UUM-149014: Editor closes with exit code 137 when running batchmode using an x64 GitHub actions runner

How to reproduce: Download and extract the attached “IN-148611” project Create a GitHub repository containing the attached “IN-148611-workflow” files Open the created GitHub repository in a browser In GitHub, navigate to “Settings → Actions → Runners” Select “New self-hosted runner” Ensure that “x64” is selected as the architecture Follow the provided steps until the run step Run the runner as…

Retrieved 2026-11-10
BurstFixUUM-149014
Fixed a rare compilation crash caused by a data race in portable-PDB debug info handling during parallel compilation.
BurstFix
Fixed an issue where enabling or disabling UI Toolkit Live Reload on the *Burst Inspector* window logged a window serialization error.
Linked bug report
UUM-148278: Window serialization error is thrown when enabling or disabling Live reload for Burst Inspector window

Steps to reproduce: Open the attached project Open Burst Inspector Jobs -> Burst -> Open Inspector Right-click on the Burst Inspector window handle Select the Enable Live Reload option Observe the Console window Actual results: A window serialisation error is thrown every time Live Reload is enabled or disabled Expected results: No errors or warnings are thrown when enabling or disabling Live …

Retrieved 2026-11-10
BurstFixUUM-148278
Fixed that some of Burst's Windows assemblies were not Authenticode-signed. All Burst-authored binaries are now signed.
BurstFixWindows
Fixed the Burst Inspector disassembly search bar requiring a second Ctrl/CMD + F press to reopen after being closed.
Linked bug report
UUM-144286: Code search field cannot be reopened after being closed in Burst Inspector window

Reproduction steps: 1. Create a new project 2. Jobs > Burst > Open Inspector… 3. Select one of the Jobs 4. Click on the “X” button on the newly appeared search section at the bottom right of the Burst Inspector window Actual result: Search field disappears and there’s no option to reopen it Expected result: Search field disappears and it can be reopened again Reproducible with: 1.8.12 (6000.0.…

Retrieved 2026-11-09
BurstFixUUM-144286
Structs with auto-layout can now be used in Burst as long as they are not a part of a method's signature or a job's struct. This allows tuples to be used in structs that don't cross the managed-native barrier again.
BurstFix
Fixed command-line arguments for the cache server not being sent properly to the asset import worker.
Cache ServerFixServer
Added a prompt asking the user whether to save their scene before upgrading a project to Cinemachine 3.
CinemachineFixUUM-148112
Changed static reset in CinemachineCore to happen during SubsystemRegistration.
Linked bug report
UUM-148700: CameraActivatedEvent is not cleared when CinemachineCore statics reset after scene load

Steps to reproduce: 1. Create a new Unity project 2. Download the CineMachine package 3. In the Project tab, open Packages/com.unity.cinemachine/Runtime/Core/CinemachineCore.cs 4. Observe the code Actual result: "CinemachineCore.ResetStaticsOnLoad()" runs at the "AfterSceneLoad" stage, and the "CameraActivatedEvent" is not cleared Expected result: "CinemachineCore.ResetStaticsOnLoad()" should …

Retrieved 2026-11-10
CinemachineFixUUM-148700
Fixed C# scripts referencing moved Cinemachine APIs not being automatically upgraded from the Cinemachine namespace to Unity.Cinemachine when upgrading a project.
CinemachineFixUUM-147045
Fixed disappearing foldout properties in Cinemachine Orbital Follow inspector.
Linked bug report
UUM-143630: Orbital Follow axis fields (Horizontal/Vertical/Radial) disappear from the Inspector after Undo

How to reproduce: 1. Open the attached project "Orbital" 2. Open the "SampleScene" scene and select the "Third person Aim Camera" GameObject in the Hierarchy 3. In the Inspector, under the "Cinemachine Orbital Follow", change the "Vertical Axis" to any value 4. Click Undo (Command + Z) 5. Click on the "Vertical Axis" field name and observe the results Expected results: The field doesn't disapp…

Retrieved 2026-11-09
CinemachineFixUUM-143630
Fixed invalid obsolete InvalidPathCache call in CinemachineConfiner.
Linked bug report
UUM-147086: IL2CPP compilation breaks when calling the obsolete InvalidatePathCache() method due to infinite recursion in CinemachineConfiner.cs

How to reproduce: Create a new empty URP Project Add the latest Cinemachine package Open the CinemachineConfiner.cs file Observe the issue with line 173 Actual result: The method body calls itself, creating unconditional infinite recursion, which causes a break in IL2CPP compilation: ”[Obsolete("Please use InvalidateCache() instead")] public void InvalidatePathCache() => InvalidatePathCache();…

Retrieved 2026-11-10
CinemachineFixUUM-147086
Fixed SerializeReference serialization warnings when adding a modifier to CinemachineFreeLookModifier.
Linked bug report
UUM-147115: TiltModifier missing [Serializable] attribute causes SerializeReference warning when adding Tilt modifier to CinemachineFreeLookModifier

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Open Package Manager and install Cinemachine package 3. In Hierarchy window create Cinemachine Camera (Cinemachine > Cinemachine Camera) 4. Go to Inspector > Cinemachine Camera > Add Extension > select “CinemachineFreeLookModifier” 5. In Modifiers list press “+” and select “Tilt” 6. Observe the Console window Actual…

Retrieved 2026-11-10
CinemachineFixUUM-147115
OrbitalFollow cameras using the InheritPosition blend hint with position damping now inherit the outgoing camera's direction correctly, and jerk less on the blend back.
CinemachineFixUUM-149754
Fixed the "Reset argument" button in Preferences > External Tools so it updates the "External Script Editor Args" field immediately instead of only after a focus change.
Code EditorFixUUM-150210
Fixed case of DataStreamReader and DataStreamWriter intermittently corrupting packed data on 32-bit ARM (armeabi-v7a) players under IL2CPP. The bit-packing fast path read and wrote its 64-bit word by casting the buffer pointer and dereferencing it ((ulong)(buffer + byteIndex)) at an arbitrary byte offset; that is an unaligned 64-bit access, which is undefined behavior on ARMv7 and silently returned mangled bytes. The word is now transferred with a byte-wise copy (UnsafeUtility.MemCpy), which is alignment-safe on every architecture, and folds back to a single load/store on targets that allow unaligned access.
CoreFixUUM-138845
Fixed crash when calling GameObjectUtility.GetStaticEditorFlags, SetStaticEditorFlags, AreStaticEditorFlagsSet, GetNavMeshArea, SetNavMeshArea, GetNavMeshLayer, or SetNavMeshLayer with a null GameObject argument. These now throw ArgumentNullException instead.
CoreFixUUM-151059
Fixed Leak Detection reporting false leaks on the first Domain Reload after switching from EnabledWithStackTrace to Enabled.
Linked bug report
UUM-108870: LeakDetection will report false leaks on the first Domain Reload after switching from EnabledWithStackTrace to Enabled

Reproduction steps: 1. Open the attached project "ReproProj" 2. Set Leak Detection Level to “Enable with StackTrace” (Edit > Preferences > Jobs > Leak Detection Level > Enable With Stack Trace) 3. Click Tools > Reload Domain 4. Set Leak Detection Level to “Enabled” (Edit > Preferences > Jobs > Leak Detection Level > Enabled) 5. Repeat step 3 6. Observe the Console Expected result: No leak dete…

Retrieved 2026-11-09
CoreFixUUM-108870
Fixed Transform serialized values not being properly initialized when cloning GameObjects.
Linked bug report
UUM-131305: Transform corruption and/or crash on PhysX::CreateCharacterController when spawning physics objects into Prefab stages

Steps to reproduce: 1. Open the “user’s attached project.” 2. Open “SampleScene” 3. Enter Prefab Editing Mode for “PrefabStage” through the Hierarchy 4. Change the Scale of the “PrefabStage” GameObject through the Inspector 5. Undo the changes 6. Observe crash or “Invalid AABB” errors printed in the console Reproducible with versions: 6000.0.65f1, 6000.3.3f1, 6000.4.0b3, 6000.5.0a4 Notes: The …

Retrieved 2026-11-09
CoreFixUUM-131305
Revert problematic string operation optimizations.
CoreFixUUM-146910
Fixed a security vulnerability (CVE-2026-111497) in the Brotli decoder used by System.IO.Compression.BrotliStream and BrotliDecoder, where decoding untrusted data could allow remote code execution.
CoreCLRSecurity
Fixed Linux CoreCLR player builds including the CoreCLR runtime's native debug symbols (.so.dbg files), which made builds several hundred MB larger.
CoreCLRFixLinux
Avoid creating D3D12 device twice.
DX12FixUUM-147044
Enabled URP_Lighting test suite.
DX12Fix
Fixed a crash on DirectX 12 when a large texture, such as a big dynamic font atlas, was updated many times in a single frame.
Linked bug report
UUM-140070: Crash on CheckDeviceStatus when opening a UI Panel in Play mode on a specific project

How to reproduce: 1. Open the attached “IN-139859” project 2. Open the “0“ scene 3. Enter Play mode 4. Move the character towards the shark 5. When the shark is highlighted red, left click 6. Wait for ~1 minute 7. Observe the crash Reproducible with: 6000.0.28f1, 6000.0.73f1, 6000.3.14f1, 6000.4.4f1 Not reproducible with: 6000.5.0a6, 6000.5.0b5 Couldn’t test with: 6000.0.27f1 (could not move w…

Retrieved 2026-11-11
DX12FixUUM-140070
Fixed a DirectX 12 validation error caused by incorrect resource-state tracking on async command lists.
DX12FixUUM-144862
Fixed a graphics validation error (category 9, id 538) at BeginRenderPass for render pass input attachments when using split-threaded native graphics jobs.
DX12FixUUM-144553
Fixed a race on DX12 where a native rendering plugin could write to a texture or buffer before its initial data upload had completed.
DX12FixUUM-137043
Fixed a race on DX12 where graphics work could change the state of a resource that async compute work was still using.
DX12FixUUM-137043
Fixed a random crash on Windows when using the Direct3D12 graphics API, caused by a use-after-free when releasing GPU buffers.
Linked bug report
UUM-150682: Crash on GfxVersionList::Impl::ReleaseFromGfxVersionList when performing various Unity operations

A recurring crash issue in the Unity Editor has been observed, affecting various workflows. These crashes have been reported to happen when: Entering Play Mode Moving GameObjects Interacting with Unity Editor Windows Reproducible with versions: 6000.0.62f1 - 6000.0.78f1, 6000.3.0b10 - 6000.3.22f1, 6000.5.0a7 - 6000.5.9f1, 6000.6.0a6, 6000.7.0a2 - 6000.7.0a4 (Sentry data) Reproducible on: Windo…

Retrieved 2026-11-10
DX12FixWindowsUUM-150682
Fixed an editor CPU performance regression in passes using DrawNullGeometry (fullscreen blits, post-processing, VFX quads) caused by running shader reflection on every draw call.
DX12FixUUM-144068
Fixed an issue where VRAM used by small textures wasn't released back to the GPU driver after the textures were destroyed when using the Direct3D12 graphics API on Windows. You can now tune the small-texture heap size with the d3d12-small-texture-tiles-per-heap boot config parameter to balance VRAM reclamation against heap-allocation overhead.
Linked bug report
UUM-142284: Texture memory does not get released when using Direct3D12 Graphics API

How to reproduce: 1. Open the attached "IN-142722_SmallTexture.zip" project 2. Build the project 3. Run the Player 4. Observe the VRAM graph with the green line in the Player Actual result: VRAM does not get released when the textures are released Expected result: VRAM gets released when the textures are released Reproducible with: 2023.1.0a1, 6000.0.75f1, 6000.3.15f1, 6000.4.6f1, 6000.5.0b8, …

Retrieved 2026-11-09
DX12FixWindowsUUM-142284
Fixed async compute command allocators on DX12 sometimes being reused while their GPU work was still executing.
DX12FixUUM-137043
Fixed D3D12 async compute command buffers on the same queue reading a resource in the wrong state when a later command buffer in the same frame transitions it.
DX12FixUUM-156477
Fixed errors being thrown when an empty texture is displayed in the Editor while using the Direct3D12 graphics API.
Linked bug report
UUM-144444: Errors are thrown when an empty texture is selected in Object Picker on DX12

Steps to reproduce: Create and open a new project Change the Graphics API to Direct3D12 in 'Edit -> Project Settings -> Player' Create a new Script with a line "[SerializeField] private Object obj;" in it Instantiate the Script in Hierarchy Import TextMeshPro Examples and Extras Open the Object Picker in the Script instance Select any one "Font Texture" from the list in Object Picker (it's of …

Retrieved 2026-11-11
DX12FixUUM-144444
Fixed graphics API validation errors (invalid resource state 9:538 and resource barrier state mismatch 8:527) on depth-stencil attachments when native graphics jobs use split threading.
DX12FixUUM-154103
Fixed missing depth testing in render pass subpasses that bind depth as read-only and read it as an input attachment when graphics jobs are enabled on DX12.
DX12FixUUM-137043

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