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6000.7.0b6100 shown
Internal refactor of CJK locale font fallback selection.
AndroidImprovement
Removed libmain.so; libunity.so and libil2cpp.so are now loaded directly by the Java layer, fixing a duplicate JNI_OnLoad call on runtime reload.
AndroidImprovement
Rework External Tools preferences page to follow Editor Foundations UI guidelines.
AndroidImprovement
Simplified Java version architecture detection regex.
AndroidImprovement
ThinLTO can now be used when Strip Engine Code is enabled.
AndroidImprovement
Updated Games-Frame-Pacing package from 2.1.2 to 2.1.3, enabling 16KB page support.
AndroidImprovement
Added support for multi-edition of Animator transition settings.
AnimationImprovement
Replaced Animation Window clip selector dropdown with a searchable dropdown.
AnimationImprovement
The Animator Window's compact mode Layers dropdown now has a search bar.
AnimationImprovement
Reduced memory consumption in Release builds. In Release builds, Profiler.GetTotalAllocatedMemoryLong() and Profiler.GetTotalReservedMemoryLong() now report the size the allocator actually reserved rather than the size that was requested, so a higher value than before does not mean that more memory is used.
Apple TVImprovement
Improved the security of model import by updating the bundled Autodesk FBX SDK to 2020.3.11, addressing two buffer-overflow vulnerabilities in FBX file parsing.
Asset ImportSecurityUUM-155199
Added clarification detail to.
Asset PipelineImprovement
The NativeFormatImporter now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.
Asset PipelineImprovement
The VisualEffectImporter now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.
Asset PipelineImprovement
Added new UnityAudioEffectDefinitionFlags_UseOutputChannelCount so Ambisonic decoder native audio plugins can use the full output channel count of the project rather than be fixed to the input clip channel count.
AudioImprovement
Added profiler markers to Scriptable Audio Pipeline Generators created from Audio Clips, and improved heuristics of the decode-ahead system to avoid slower in-place decoding.
AudioImprovement
Added profiler section for Scriptable Audio Pipeline.
AudioImprovement
Architectural improvements to remove most main thread stalls ("Flush DSP connections" profiler marker) or inversely audio drop-outs, when adding / removing Audio Sources, effects and so on, especially under pressure.
AudioImprovement
Changed some error messages during Content Directory builds when an included Asset has error messages to make easier to find the culprit asset and understand the underlying error.
Build PipelineImprovementUUM-143722
Improved Content Directory build dependencies for LOD stripping in assets and scenes to avoid re-build them when the LOD stripping level is changed without impacting them.
Build PipelineImprovement
Updated the bundled 7-Zip to version 26.02.
Build SystemImprovement
Updated the bundled 7-Zip to version 26.03.
Build SystemImprovement
Player builds no longer launch the Burst AOT compiler when no user assemblies reference Burst, speeding up build time significantly for projects that do not use Burst.
BurstImprovementUUM-145413
The Burst compiler server now starts asynchronously during editor initialization, reducing editor startup time.
Linked bug report
UUM-146006: LoadUnityMonoAssemblies startup phase is ~2.5x slower when opening the Editor on Windows

Steps to reproduce: Create or open any Project on Windows with Internal Mode enabled Observe the Startup Launch Screen and the time for "LoadUnityMonoAssemblies" Actual results: LoadUnityMonoAssemblies ~1.28s (a7) → ~3.16s (b1) — ~+1.9s, ~2.5×, every run. Expected results: LoadUnityMonoAssemblies Takes 1.5~ seconds, no increase in newer version Reproducible with versions: 6000.6.0b1, 6000.7.0a…

Retrieved 2026-11-09
BurstImprovementServerUUM-146006
DataStreamReader and DataStreamWriter no longer use a scratch field, allowing fixed-bit-sized packed writes to earlier positions in the buffer (via a copy of the writer) without data corruption.
CoreImprovement
Cherry-picked an upstream JIT fix that corrects an inverted Tier0 box-sharing guard, so Enum.HasFlag calls compiled at Tier0 get an exact-typed box and elide the allocation entirely instead of boxing both operands on every call (upstream dotnet/runtime #130590).
CoreCLRImprovement
The bundled CoreCLR runtime has been updated to a newer .NET 10 (release/10.0) servicing build, incorporating upstream fixes across the JIT, GC, COM/interop and cryptography, plus platform-specific fixes for Windows, Linux, macOS, Android, iOS and the browser.
CoreCLRImprovementAndroidiOSWindowsmacOS
Documented how a custom key comparer on a serialized Dictionary field is preserved, and the cases where it isn't.
DocumentationImprovement
Implemented placement buffer allocation.
DX12Improvement
Added a Stencil Shader Graph override sample for URP.
EditorImprovement
Added copy and paste to settings foldouts in the build profile window.
EditorImprovement
Added GPU Resident Drawer batching stats (Unique Materials, Unique Meshes, Single-Instance Batches) to the Game View Statistics window, and a "GRD Batches" chart to the Profiler's Rendering module.
Editor
Added higher resolution localization editor icons.
EditorImprovement
Added out-of-process crash handler (UnityMacCrashHandler) for macOS Editor to support minidumps (attached exclusively to bug reports) and improve crash-reporting reliability.
EditorImprovementmacOS
Added SmartStrings project settings and inspector view.
EditorImprovement
Added the option to double click categories in the Project Auditor window to expand them.
EditorImprovement
Added various general usability issues with the Build Analysis Window.
EditorImprovement
Changed default resolution for uGUI canvas scaler from 800x600 to 1920x1080.
EditorImprovement
Enhances the drag-and-drop experience when adding assets to List<> properties in the Inspector. Previously, users could only drop assets on the list header, and items would always append to the end. Now users can drop anywhere on the list body with visual feedback showing the exact insertion position.
EditorImprovement
GRD Frame Debugger integration - Batch Cause + GRD Exclusion Summary.
EditorImprovement
Improved Android External Tools screenshot.
EditorImprovementAndroid
Improved Editor splash screen text legibility by adding a subtle drop shadow behind text labels.
EditorImprovement
Improved hierarchy icons for missing prefab/script references.
EditorImprovement
Improved performance for first time script compilation in the Editor.
EditorImprovementUUM-137057
Improved performance of hierarchy icons.
EditorImprovementUUM-149124
Improved the main toolbar element selection by creating a search provider and the associated window.
EditorImprovement
Improved the performance of the TextureImporter. (various elements in the "processing" phase primarily, but texture compression will perform slightly better as well).
EditorImprovement
Increased performance by replacing reflection-based code in the Netcode package with non-reflection-based alternatives.
EditorImprovement
Moved info.plist file to MainApp directory of iOS/tvOS Swift project Type. Moved storyboard file to MainApp directory for tvOS Swift project Type.
EditorImprovementiOStvOS
Normal maps now appear consistently in the Inspector's texture picker.
EditorImprovement
Project Auditor: detect boxing of structs used in List comparisons.
EditorImprovement
Project Auditor: Improved messaging about where analysis progress is.
EditorImprovement
Project Auditor: Improved the Upgrade Summary page to show more information.
EditorImprovement
Project Auditor: redesign the home page. Move URP migration wizard to the home page.
EditorImprovement
Refactored Physics Debug Inspector UI so it uses common Inspector window patterns.
EditorImprovement
Removed duplicated Overlay colors Users now have two ways to reset colors:
EditorImprovement
Individual "Use Default" button next to each overlay color (in the "Overlays Background" category) to reset just that one color to its default- Reset all colors: "Reset All to Default" button at the bottom of the Colors page to reset all colors at once.
Per-color resetImprovement
Separated Optimization and Upgrade issues into their own pages in the Project Auditor UI.
EditorImprovement
The Platform Browser now shows the licenses that apply to the packages selected for a new build profile.
EditorImprovement
Updated the .NET SDK in the Editor to .NET10.
EditorImprovement
The Entities Memory Profiler module now uses the QuickSearch search field for filtering archetypes.
Entities
Added a dedicated denoising pass to Surface Cache GI, which produces much less noisy outputs at similar performance costs to the previous setup.
GIImprovement
Added the "Warm-up Sample Multiplier" setting to Surface Cache, which allows users to boost sample count for the first frame of a patch's existence to reduce noise.
GIImprovement
Added XR support to Surface Cache GI.
GIImprovementXR
Fixed slow mass removal of ray tracing instances in unified raytracing.
GIImprovement
Surface Cache GI supports Entities.
GIImprovement
State transitions can now be started by holding Shift and clicking anywhere on a state, and the area around a state's edge where a transition can be started remains usable when zoomed out.
Graph ToolkitImprovement
Mesh-related memory should now be correctly labeled in the memory profiler
GraphicsImprovementUUM-126926
Search filters have fallback behavior when indexing isn't complete or available.
Linked bug report
UUM-142087: Opening Create New Shader Graph from the Output context menu causes a long delay before the content appears

Steps to reproduce: Create a new project Create > Visual Effects > Visual Effect Graph Create Simple Loop VFX Open newly created VFX Convert output context to Output Particle ShaderGraph Quad by right-clicking on Output > Convert Output Click button New... Actual results: Window content loads only when indexing has finished which takes up to several minutes Expected results: Window content loa…

Retrieved 2026-11-09
GraphViewImprovementUUM-142087
Reduced IL2CPP metadata size for type, field, property, and event definitions.
IL2CPPImprovement
Reduced peak memory consumption of il2cpp.exe.
IL2CPPImprovement
Reduced size of generated generic code.
IL2CPPImprovement
Reduced the metadata storage size of methods and parameters.
IL2CPPImprovement
Reduced the size of method definitions stored in metadata file.
IL2CPPImprovement
Debug.ClearDeveloperConsole now also clears errors that have not been displayed yet, so the developer console no longer reopens later showing already cleared errors.
IMGUIImprovement
Removed InputSystem gizmo / icons from scene view window.
Input SystemImprovement
Custom URL scheme deep links now notify native plugins on cold app launch when using the Swift trampoline, matching the existing warm-launch behavior.
iOSImprovement
Improved how DPI is calculated so that the fallback for unknown devices is more accurate.
iOSImprovement
Improved screen orientation handling on iOS so that the orientation reported by the operating system is used instead of inferring it from view dimensions.
iOSImprovement
Reduced memory consumption in Release builds. In Release builds, Profiler.GetTotalAllocatedMemoryLong() and Profiler.GetTotalReservedMemoryLong() now report the size the allocator actually reserved rather than the size that was requested, so a higher value than before does not mean that more memory is used.
iOSImprovement
Added a warning on the Multiplayer Center Quick Starts page reminding users that samples require the project to be linked to cloud services.
MultiplayerImprovement
Give GhostAuthoringComponent, GhostAuthoringInspectionComponent, and GhostAdapter AddComponentMenu paths under a shared "Multiplayer/" heading so they're discoverable in the Add Component menu (GhostAdapter's entry sits in the NETCODE_GAMEOBJECT_BRIDGE_EXPERIMENTAL branch).
Netcode for EntitiesImprovement
Improved source generator logging for long log lines.
Netcode for EntitiesImprovement
Analytics for .unityPackage signature at export time, from UI, API and CLI.
Package ManagerImprovement
Improved padding on some elements.
ParticlesImprovementUUM-149117
Added a drop-down offering the ability to switch between multi-threaded and single-threaded simulation under Project Settings -> Physics -> Settings -> GameObjects.
PhysicsImprovementUUM-144574
Added two buttons for collider components: "Fit to Self" and "Fit to Children".
PhysicsImprovement
Added "PhysicsShape.SetBatchGeometry()" method overloads to allow multiple shapes to be set to a single geometry or multiple individual geometries. This includes support for "CircleGeometry", "CapsuleGeometry", "PolygonGeometry", "SegmentGeometry" and "ChainSegmentGeometry".
Physics 2DImprovement
Added a "Make Asset" button to the empty Physics Core 2D project settings property, which creates a new PhysicsCoreSettings2D asset via a save dialog and assigns it.
Physics 2DImprovement
Added a dedicated ProfilerCategory.PhysicsCore2D profiler category. The PhysicsCore2D markers report under it.
Physics 2DImprovement
Added a simple "owner" getter property that aliases the "GetOwner()" method for PhysicsWorld, PhysicsBody, PhysicsShape, PhysicsChain and every joint type.
Physics 2DImprovement
Changed chain-segment ghost edges to draw as dimmed lines.
Physics 2DImprovement
Changed joint drawing to a uniform scheme of an anchor line, anchor points and a spring target marker, with configurable world draw colors.
Physics 2DImprovement
Changed the default DrawOption for a new PhysicsCoreSettings2D asset to "Default Selected" instead of "Default All".
Physics 2DImprovement
Enabled PhysicsDistanceDefinitionJoint.autoDistance by default.
Physics 2DImprovement
If the physics simulation produces a PhysicsBody transform with either NaN or Infinite values due to an unstable simulation then, if the body is writing to transforms, it is immediately disabled and its owner name (GameObject, Component or Transform) reported to the console with no transform writing done. This stops the Transform from containing invalid values and reports the identity of the object in question exactly when it occurs.
Physics 2DImprovement
Improved Physics Core 2D contact solver performance.
Physics 2DImprovement
Improved the Physics Outline Sprite Editor algorithm which now produces sprite contours that are more efficient for physics, avoiding collinearity and now uses vertex-spacing rules alongside minimal decomposition area and has sub-pixel accuracy. The overall improvement is a better default guess at the outlines and holes formed from a sprite.
Physics 2DImprovement
Improved the PhysicsCore2D SDF debug-draw shaders for better overall performance, per-pixel accuracy, and reduced aliasing when viewing at low angles.
Physics 2DImprovement
Increased the PhysicsWorld.DrawThickness maximum from 5 to 10 pixels.
Physics 2DImprovement

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