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6000.7.0b6100 shown
Changed how support is checked for RT features in UnifiedRayTracing. The checks are now done using feature flags.
SRP CoreFixUUM-149856
Fixed a shader error when copying MSAA textures on OpenGL ES 3.1 devices that lack per-sample shading support; these devices now fall back to a regular blit.
SRP CoreFixUUM-147215
Fixed an assertion error and memory leak warning that were thrown when hiding a branch group on a Tree in a project that uses the GPU Resident Drawer.
Linked bug report
UUM-142959: “AssertionException” error and memory leak warnings are thrown when toggling Show Branch Group on a Tree

Steps to reproduce: Create a new Unity project using the Universal 3D template Create a new Tree GameObject (3D Object > Tree) Select the newly created Tree GameObject in the Hierarchy Click the "Show/Hide Group" on the Branch Group in the Inspector Observe the Console window Actual results: “AssertionException” error and memory leak warnings are thrown when toggling Show Branch Group on a Tre…

Retrieved 2026-11-09
SRP CoreFixUUM-142959
Fixed an issue where Camera.RenderToCubemap didn't capture Canvas geometry for the first face of a cubemap.
Linked bug report
UUM-140991: Camera.RenderToCubemap does not capture Canvas elements on the right side when called for the first time in a frame

How to reproduce: Open attached “IN-139119_renderToCubemap_bug” project Open “SampleScene” Enter Play mode Observe the difference between left and right side Actual Result: On the left half, parts of the “Right” canvas elements' are missing Expected Result: Canvas elements are fully rendered and the grey plane is hidden Reproducible with: 2023.1.0b19, 6000.0.73f1, 6000.3.14f1, 6000.4.4f1, 6000…

Retrieved 2026-11-09
SRP CoreFixUUM-140991
Fixed baking Adaptive Probe Volumes silently disabling Sky Occlusion in the Baking Set when no Lighting Settings Asset was assigned to the scene. With the deprecated Progressive CPU lightmapper, the Lighting window now shows a warning about double counted sky lighting instead of disabling the Sky Occlusion settings.
Linked bug report
UUM-148221: Sky Occlusion checkbox is not disabled and no warning is displayed when no Lighting Settings Asset is assigned

Steps to reproduce: Create and open a new URP 3D project Open Window -> Rendering -> Lighting window Make sure no Lighting Settings asset is assigned in the "Scene" tab Open the "Adaptive Probe Volumes" tab in the Inspector Click on 'Open' in the Inspector Set the Light Probe System to "Adaptive Probe Volumes" in the Render Pipeline Asset window Observe the field "Sky Occlusion" Actual results…

Retrieved 2026-11-10
SRP CoreFixUUM-148221
Fixed cropped post-processing output when the targetTexture is swapped to a different size.
SRP CoreFixUUM-145833
Fixed exceptions thrown in the Inspector when adding a Light Anchor component while no Game View is open.
Linked bug report
UUM-153999: Adding a Light Anchor component throws an exception when no Game View is open

Steps to reproduce: Create a new URP 3D project via Unity Hub Close every open Game View tab/window. Create a GameObject, select it, and add a Light Anchor component via the Inspector's Add Component button Actual results: The Console immediately logs an InvalidOperationException: "Sequence contains no elements", thrown from LightAnchorEditor.OnEnable - then cascades into repeated NullReferenc…

Retrieved 2026-11-11
SRP CoreFixUUM-153999
Fixed low-contrast "ALL"/"NONE" override toggle text in the Volume component Inspector (for example on Tonemapping, Bloom, or Motion Blur overrides) that was nearly unreadable in the Light editor theme.
SRP CoreFixUUM-149966
Fixed minor visual issue with Render Graph Viewer's Auto Update button.
SRP CoreFixUUM-150051
Fixed render passes not being merged on older iOS devices (Apple GPU family 3 and below) once a native pass was considered to be over the on-tile pixel storage limit, which serialized the whole frame into one native pass per render pass.
Linked bug report
UUM-148865: Render Graph fails to batch some passes when running on iPhone's with PowerVR GPUs

How to reproduce: 1. Open the attached “IN-149334” project 2. Open Build Profiles, File > Build Profiles 3. Switch to iOS profile 4. Enable Development Build 5. Build and Run for iOS 6. In Xcode select the device to deploy to and run the project 7. In the Editor, open Render Graph Viewer 8. Select the device in the drop down 9. Observe the Render Graph Viewer Actual result: Some passes are not…

Retrieved 2026-11-10
SRP CoreFixiOSUUM-148865
Fixed rendering corruption when using async compute with Render Graph, where a texture could be used from both the graphics and compute queues simultaneously.
Linked bug report
UUM-141896: Scene flickers with a green tint when using Screen Space Ambient Occlusion and Contact Shadows with raytracing

How to reproduce: 1. Open the attached “IN-141855” project 2. Build and Run the project 3. Observe the Player Actual result: Scene is flickering with a green tint Expected result: Scene is rendered normally Reproducible with: 6000.0.7f1 (7dd95c051e11), 6000.0.75f1, 6000.3.15f1, 6000.4.7f1, 6000.5.0b8, 6000.6.0a5 Not reproducible with: 6000.0.6f1 Reproducible on: Windows 11 Not reproducible on:…

Retrieved 2026-11-09
SRP CoreFixUUM-141896
Fixed the first bake in Single Scene mode discarding Adaptive Probe Volume settings (such as Sky Occlusion) changed in the Lighting window before the Baking Set asset was created.
SRP CoreFixUUM-133186
Fixed the GPU Resident Drawer help box in the Rendering Debugger displaying C# type names, such as "GPUResidentDrawer" and "RenderPipelineAsset", instead of readable names.
Linked bug report
UUM-138009: Incorrect help box text displays class names in Rendering Debugger GPU Resident Drawer settings

Steps to reproduce: Create a project Go to "Window -> Analysis -> Rendering Debugger" Select the "Rendering" item Expand the "GPU Resident Drawer Settings" section in the "Rendering" window Observe the displayed help box Actual results: Help box displays several code strings instead of human language - "GPUResidentDrawer Drawer" and "RenderPipelineAsset" Expected results: It should be "GPU Res…

Retrieved 2026-11-09
SRP CoreFixUUM-138009
Fixed the Scan and Convert Assets buttons in the Render Pipeline Converter window being hidden when the window was narrower than its content.
Linked bug report
UUM-151491: Scan and Convert Assets buttons are hidden if scaling the window horizontally

Steps to reproduce: Download attached project and open in Unity Open Render Pipeline Converter window >> Windows >> Rendering >> Render Pipeline Converter. Resize the window horizntally. Actual results: Scan and Convert Assets buttons will be hidden once resizing the window. Sometimes even just opening the window makes the buttons hidden already. Expected results: Buttons should be anchored to…

Retrieved 2026-11-10
SRP CoreFixUUM-151491
Gate RenderGraph UV origin validation behind the enableValidityChecks flag to allow debug tools to bypass the check when intentionally creating conflicting UV origins.
SRP CoreFix
Removed a rare managed allocation during HDR output rendering that could intermittently occur when .NET reclaimed pooled array buffers between frames.
SRP CoreFixUUM-145447
Removed check to only consider emissives for GI if the _EMISSION keyword was added.
SRP CoreFix
Render Pipeline Converter - Keep state on assembly reloads.
SRP CoreFixUUM-149926
Render Pipeline Converter - Scan button is always enabled as user can re-scan the project.
SRP CoreFixUUM-151043
SRP Core: Fixed render area bug for FinalBlit pass when using dynamic resolution with renderScale 1.0.
Linked bug report
UUM-138644: Incorrectly scaled final color buffer when Upscaling is not active

Steps to reproduce: Enter playmode Left click the mouse multiple times. There is a script on the camera that will reduce the resolution scaling by 10% each click. Actual results: Each time you left click, a new smaller image is generated and applied on top of the previous one. Expected results: Each time you left click, the image becomes more pixelated Reproducible with versions: 6000.6.0a1, 6…

Retrieved 2026-11-09
SRP CoreFixUUM-138644
[Render Pipeline Converter] Improve list views by adding categorization and sorting.
Linked bug report
UUM-146628: Material assets appear in mixed order and cannot be sorted when scanning Mesh 2D-Lit-Default converter in URP Render Pipeline Converter

Steps to reproduce: Open the “IN-146116” project Open Window > Rendering > Render Pipeline Converter Go to the Pipeline Tools tab Enable Convert Built-in and URP (Universal Renderer) Materials to Mesh 2D-Lit-Default Click Scan Observe the assets list Actual result: Assets are shown in an mixed order, and there is no way to order the list Expected result: Assets should be ordered by project pat…

Retrieved 2026-11-09
SRP CoreFixUUM-146628
Avoid buffer overflow when generating the buffers for the detail meshes.
Linked bug report
UUM-139959: Crash on MemoryProfiler::GetAllocationRoot when entering Play mode on a specific project

How to reproduce: 1. Open the attached “IN-139306” project 2. Open the “GameScene” (Assets > Scenes > MyScenes) 3. Enter Play mode 4. Observe the crash Reproducible with: 2023.1.0a16, 6000.0.73f1, 6000.3.14f1, 6000.4.3f1, 6000.5.0b5, 6000.6.0a3 Reproduced on: Windows 10 (user reported), Windows 11 Not reproduced on: No other environment tested Note: Sometimes the crash also occurs when closing…

Retrieved 2026-11-09
TerrainFixUUM-139959
Fixed a crash in shadow culling when a render pass culled the same Camera a second time while a Terrain with Draw Instanced disabled was visible.
Linked bug report
UUM-151731: Crash on SendShadowCullingCallbacks when creating a new Terrain and entering the Play Mode

Reproduction steps: 1. Open the attached “BugRepro” project 2. Open the “Assets/Scenes/Prototype_Level2_NuclearEstate.unity“ Scene 3. Enter the Play Mode 4. Observe the Crash Reproducible with: 6000.3.23f1, 6000.5.11f1, 6000.6.0f1, 6000.7.0a6 Couldn't test with: 6000.0.83f1 (Could not resolve compilation errors) Reproducible on: Windows 11 Not reproducible on: No other environment tested Note:…

Retrieved 2026-11-10
TerrainFixUUM-151731
Fixed a crash when a script updates tree instances on a terrain whose tree prototypes cannot be instanced.
Linked bug report
UUM-150692: Crash on TreeRenderer::TreeUpdated when entering Play mode in a specific project

How to reproduce: 1. Open the attached “IN-150569” project 2. Open the “SampleScene” 3. Enter Play mode 4. Observe the crash Reproducible with: 6000.0.23f1, 6000.0.82f1, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Could not test with: 6000.0.22f1 (could not solve errors from downgrading) Reproduced on: Windows 11 Not reproduced on: No other environment tested First few lines of the stack…

Retrieved 2026-11-10
TerrainFixUUM-150692
Fixed a crash when loading a Terrain whose heightmap resolution exceeds the maximum render texture size of the device, for example a 4097 heightmap on a device limited to 4096.
Linked bug report
UUM-150551: Crash on Material::SetTextureInternal when heightmap resolution 4097 exceeds maxRenderTextureSize in Headless mode

Reproduction steps: Open the attached “IN-151812” project Make sure package issues are resolved Close the Editor Open a terminal at the project root Run the “run_addressables_repro.sh” script Observe the test results in the Terminal Actual Result: A crash of the editor occurs Expected Result: A crash of the editor would not occur, and the situation of a non power of two value would be handled …

Retrieved 2026-11-10
TerrainFixUUM-150551
Fixed case of Terrain Layer property changes not being added to the Undo history when using the Universal Render Pipeline or the High Definition Render Pipeline.
Linked bug report
UUM-134483: Terrain Layer's changes are not added to the Undo history

How to reproduce: 1. Create a new Unity project 2. In the Hierarchy, right-click -> 3D Object -> Terrain 3. With the Terrain GameObject selected, in the Inspector, Paint Terrain -> Paint Texture -> Edit Terrain Layers -> Create Layer 4. Expant the Terrain Layer settings and make any changes 5. Press "Ctrl + Z"/"Command + Z" to undo and observe the results Expected results: The changes on the T…

Retrieved 2026-11-09
TerrainFixUUM-134483
Fixed shader compilation errors that were thrown when a TerrainLit Shader Graph had no Block nodes in its Vertex Context.
Linked bug report
UUM-143598: “TerrainLit” is available as a Material option in UI Shader Graph's Graph Settings, and selecting it causes shader compilation errors in the Console

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Create UI Shader Graph and open it (Create > Shader Graph > URP > UI Shader Graph) 3. In Shader Graph window > Graph Inspector > Universal > change Material to "TerrainLit" 4. Observe the Console window Actual results: "TerrainLit" is available as a Material option in UI Shader Graph's Graph Settings and selecting i…

Retrieved 2026-11-09
TerrainFixUUM-143598
Fixed the "Channel Remapping" foldout in the Terrain Layer Inspector not expanding when its title is clicked.
Linked bug report
UUM-148236: "Channel Remapping" foldout in the Terrain Layer Inspector does not open when clicked on its title

Steps to reproduce: Create a new Unity project using the Universal 3D template In the Project window, right-click and select Create > Terrain Layer Select the new Terrain Layer asset In the Inspector, assign any texture to the the Mask Map Click on the "Channel Remapping" foldout's title Observe the Inspector window Actual results: The foldout does not open/expand Expected results: The foldout…

Retrieved 2026-11-10
TerrainFixUUM-148236
Fixed the Editor hanging when painting terrain details in Coverage mode with a very small Min Width and Max Width, or with a detail mesh that is very thin along one axis.
Linked bug report
UUM-134662: Editor hangs when painting Details containing 2D Mesh on Terrain

How to reproduce: 1. Open the attached “IN-134106“ project 2. Open the “OutdoorsScene“ scene 3. In the Hierarchy, select the “Terrain“ GameObject 4. In the Inspector, select the “Paint Details“ tool in the Terrain Component 5. In Scene view, click on the “Terrain” GameObject 6. Observe the Editor Actual result: The Editor is stuck in an endless loading loop Expected result: The Editor does not…

Retrieved 2026-11-09
TerrainFixUUM-134662
Fixed the Paint Texture tool keeping a replaced Terrain Layer selected, which showed the old layer's settings in the Inspector and added it back to the Terrain Layers list on the next paint stroke.
Linked bug report
UUM-134352: Initial Terrain Layer is used for Painting Texture and will be added to the Terrain Layer List after being replaced by another Terrain Layer

Steps to reproduce: Open any Project Create a Terrain Game Object in a Scene, create 2 Terrain Layers in the Project Browser Select the Terrain Game Object and in the Inspector switch the Terrain Component's Mode to Paint Texture Click on the "Edit Terrain Layers" Button and add one of the Layers Select the added Layer and click the button again and choose "Replace Layer" In the Opened Object …

Retrieved 2026-11-09
TerrainFixUUM-134352
Fixed the texture import warnings in the Terrain Layer Inspector being drawn over by the Color Tint, Opacity as Density and Normal Scale controls when using the Universal Render Pipeline or the High Definition Render Pipeline.
TerrainFixUUM-133166
Fixed IndexOutOfRangeException being thrown when painting details on the edge or corner of a Terrain.
Linked bug report
UUM-149028: IndexOutOfRangeException is thrown when painting Grass texture or Detail Mesh on the edge or corner of the Terrain

Reproduction steps: 1. Create a new project 2. Right-click and create a new Terrain GameObject (3D Object -> Terrain) 3. In the Inspector window, select “Paint Details” 4. Go to “Edit Details” → “Add Grass texture” 5. Under Detail Texture, select any 2D texture 6. Click “Add” 7. Paint on the edge or corner of the Terrain 8. Observe the Console window Actual result: “IndexOutOfRangeException: I…

Retrieved 2026-11-10
TerrainFixUUM-149028
Async OneTimeSetup/OneTimeTearDown are now supported, fixing an issue where tests using it would hang or crash the editor.
Test FrameworkFixUUM-128590
Fixed an issue where assembly-level ITestAction attributes with ActionTargets.Test were not invoked for individual test methods, and ITest.Fixture was null when accessed from ITestAction callbacks.
Test FrameworkFixUUM-137121
Profiler marker recorders used by Measure.Method now start when the measured iterations begin instead of when ProfilerMarkers() is called, so warmup and probing iterations no longer contribute to the reported marker values or add sample collection overhead to those phases.
Test FrameworkFixUUM-147204
Measure.Method().GC() again forces a full garbage collection immediately before each timed region, restoring the behavior from before the switch to the ProfilerRecorder API. Without it, a collection triggered by the measured code's own allocations lands inside the timed region and shows up as periodic spikes across the samples. As before: this only happens when GC() is specified; warmup and probing iterations are not affected; and because SetUp/CleanUp cause each of the IterationsPerMeasurement inner executions to be timed separately, that combination gets one collection per inner execution rather than one per sample, which makes it considerably slower. Reported times for allocating methods measured with GC() will change, generally becoming lower and more stable, so baselines recorded since 3.2.1 are not comparable.
Test FrameworkFixUUM-147204
Fixed an instability in the terrain test on Macs
TestsFixUUM-153508
Re-enabled DispatchWithUniformUpdate test. (UGK-2462)
TestsFix
Stablize flaky inspector header test.
TestsFixUUM-142700
Added font subsetting via importer recipes and hidden Font sub-assets.
TextFix
Added glyph-to-character mapping to PostProcessTextVertices.
TextFixUUM-147627
Added new SpaceWarp compatible shaders for TextMeshPro XR users.
TextFixXR
Added support for the <rotate> rich text tag in the Advanced Text Generator.
Linked bug report
UUM-151216: Missing Rotate tag

ATG is currently missing the Rotate tag to be at parity with the Standard TextGenerator

Retrieved 2026-11-10
TextFixUUM-151216
Defer OS Font Fallback loading.
TextFix
Defer OS Font Fallback loading.
TextFix
Fixed "Failed to perform selection on text" in Console.
Linked bug report
UUM-149393: "Failed to perform selection on text" error is thrown when Console message is selected and then other tabs are focused

How to reproduce: 1. Create a new Unity project 2. Import the attached script to log any errors/warnings in the Console 3. Select the part of the text in the Console 4. Without unselecting the text, focus on other windows for some time, enter text anywhere else for ~10 seconds 5. Go back to the Editor and click on the same area of text that was previously selected 6. Observe the results Expect…

Retrieved 2026-11-10
TextFixUUM-149393
Fixed a LegacyRuntime memory leak.
TextFixUUM-145108
Fixed an Editor shutdown crash on FT_Done_Face.
Linked bug report
UUM-144575: Crash on UNITY_FT_Done_Face when closing the Editor after rendering text with the Advanced Text Generator using a runtime-created Font Asset

Steps to reproduce: Create a new 3D URP project Go to Edit > Project Settings > UI Toolkit and enable "Advanced Text Generator" (enabled automatically on newer versions) Import the attached "CalibriBold.ttf" font and "AtgShutdownCrash.cs" script into the project In the Hierarchy, right-click and create UI Document Attach the "AtgShutdownCrash.cs" script on the same GameObject Reference the att…

Retrieved 2026-11-09
TextFixUUM-144575
Fixed an out-of-bounds memory read when a TextMesh or legacy UI Text string ended with an unterminated quad tag parameter.
TextFixUUM-153129
Fixed an out-of-bounds memory read when a TextMesh or legacy UI Text string ended with an unterminated rich text tag.
TextFixUUM-153128
Fixed ATG IMGUI emoji rendering black in light theme.
Linked bug report
UUM-147842: Emoji appear black in the Inspector when using the Light editor theme

Steps to reproduce: 1. Open the attached “IN-148622” project 2. Open the “ReportIssue” scene 3. In Hierarchy, select the “GameObject” 4. Observe the inspector Actual result: IMGUI tints emoji with the style's text color, turning them black in the Light theme Expected result: Color emoji keep their own colors, no matter what color the text style uses Reproducible with: 6000.5.0a3, 6000.5.5f1, 6…

Retrieved 2026-11-10
TextFixUUM-147842
Fixed infinite loop in text measure with hyphen preceded by whitespace.
Linked bug report
UUM-144559: Editor sometimes hangs and loads infinitely when changing values in UI Builder fields by dragging them

How to reproduce: 1. Open the attached "IN-145237_SITextHang.zip" project 2. In the Project tab, double click the "Document" to open it in the UI Builder 3. In the Hierarchy, select "Label" element 4. In the Inspector, expand "Size" properties 5. Click and hold on "Height", and drag to reduce its size to 0 6. Observe the loading popup Actual result: A "Waiting for Unity's code in UnityEditor.U…

Retrieved 2026-11-09
TextFixUUM-144559
Fixed invisible CJK glyphs in Editor text fields on macOS.
Linked bug report
UUM-144095: Characters are invisible in the TextField when certain Japanese characters are used

How to reproduce: 1. Open the attached “IN-144860_txt” project 2. In the Assets folder, select the “MyScriptableObjectScript” ScriptableObject 3. In the Inspector window, left-click 4 times somewhere in the “MyString” field 4. Observe the Inspector window Actual result: The “MyString” field has invisible characters, and the Console window throws the following log messages: “Atlas is full, cons…

Retrieved 2026-11-09
TextFixmacOSUUM-144095
Fixed multi-paragraph auto-sized text collapses to an elided first line instead of shrinking to fit.
TextFixUUM-150602
Fixed stale font faces after source Font unload/reload.
TextFixUUM-150877
Fixed text disappearing in EditorGUILayout.TextArea when the field contained a large amount of text (roughly 16,000 characters or more).
Linked bug report
UUM-146126: Text becomes invisible in EditorGUILayout.TextArea when pasting content exceeding a certain character count

Steps to reproduce: 1. Open the attached “IN-146452” Project 2. Open Window->TextArea Bug Test 3. Type text into the Window and notice it appears fine 4. In the Project tab, Copy the text from Assets/character-limit-unity-6-5.txt 5. Paste it into the TextArea Bug Test Window multiple times (to get character count greater than or equal to 17406) 6. Observe the text in the Window Actual result: …

Retrieved 2026-11-09
TextFixUUM-146126
Fixed Text tests Instabilities with DestroyFontEngine.
TextFixUUM-144593
Make the Font Asset Creator save dynamic font assets by default.
TextFixUUM-149073
Removed vertex padding on whitespace quads.
Linked bug report
UUM-149248: Artifacts are rendered in the spaces between words when Outline width is applied to UI Element

Reproduction steps: 1. Create a new project 2. Create > UI Toolkit > UI Document 3. Double-click the newly created Asset to open UI Builder window 4. Drag and drop any Element that has Text property into Hierarchy (e.g. Label Element) 5. Enter two words in the Element’s Text property 6. Enable Italic Font Style and select Outline Color in the Text foldout 7. Set Outline Width to 0.9 px or high…

Retrieved 2026-11-10
TextFixUUM-149248
Fixed a potential crash that would occur when generating a font asset in the Font Asset Creator.
Linked bug report
UUM-125366: Crash on UNITY_FT_Load_Glyph when generating multi-threaded Font Atlas in TMPro Font Asset Creator

Steps to reproduce: 1. Open the “user’s attached project” 2. Open “Window/TextMeshPro/Font Asset Creator” 3. Set Source font to “GmarketSansTTFMedium” 4. Set Sampling Point Size to Auto Sizing 5. Set Padding to 7% 6. Set Packing method to Fast 7. Set Atlas resolution to 2048x2048 8. Set Character Set to Characters from File 9. Set Character File to “Characters_ko_Content” 10. Generate Font Atl…

Retrieved 2026-11-09
TextCoreFixUUM-125366
Fixed a potential crash that would occur when generating a font asset in the Font Asset Creator.
Linked bug report
UUM-141061: Crash with multiple stack traces when generating a Font Atlas

How to reproduce: Create a project Install the uGUI package Import TMP Essential Resources (Window > TextMeshPro > Import TMP Essential Resources) Open TMP Font Asset Creator (Window > TextMeshPro > Font Asset Creator) Generate a Font Atlas Observe the crash Reproducible with: 6000.0.0f1 (4ff56b3ea44c), 6000.0.61f1, 6000.0.73f1, 6000.3.14f1, 6000.4.4f1, 6000.5.0b5, 6000.6.0a3 Reproduced on: Wi…

Retrieved 2026-11-09
TextCoreFixUUM-141061
Fixed a potential issue where an alternative font face could be used when generating a font asset in the Font Asset Creator.
Linked bug report
UUM-137866: Glyph Adjustment Table is modified when using an existing TMP Font Atlas to generate a new TMP Font Atlas with the same settings

How to reproduce: 1. Open the attached “IN-137132“ project 2. In the Project window, open the “Original” folder (Assets > Fonts > Original) 3. Double-click “Oswald-SemiBold SDF“ 4. In the Inspector, note the Glyph Adjustment Table’s “Records” count 5. In the Inspector, select Update Atlas Texture 6. In the Font Asset Creator window, click “Generate Font Atlas” and save the Font Atlas as “Regen…

Retrieved 2026-11-09
TextCoreFixUUM-137866
Fixed a potential memory leak that would occur when cancelling font asset atlas generation in the Font Asset Creator.
Linked bug report
UUM-142952: Memory leak warnings are thrown when cancelling the creation of a font asset using render mode SDF16 or SDF32

Steps to reproduce: 1. Create a new project 2. Import the TMP Essential resources (Window → Text Mesh Pro → Import TMP Essential Resources) 3. Open the Font Asset Creator (Window → Text Mesh Pro → Font Asset Creator) 4. Select the “LiberationSans” font in the Source field 5. Select “SDF16” or “SDF32” in Render Mode 6. Press Generate 7. Before completion press the X button 8. Observe the Consol…

Retrieved 2026-11-09
TextCoreFixUUM-142952
Fixed the Font Asset Creator and Sprite Importer windows failing to reload and logging a serialization error when toggling UI Toolkit Live Reload.
Linked bug report
UUM-150353: Font Asset Creator and Sprite Importer windows throw Window serialization errors when enabling or disabling UI Toolkit Live Reload option

Steps to reproduce: Open the attached project Right-click on the Font Asset Creator window's handle Select the option to enable/disable the UI Toolkit Live Reload option Observe the Console window Actual results: "Window serialization will fail" error message is thrown every time the option is enabled/disabled Expected results: No warnings or Errors are thrown when enabling or disabling the UI…

Retrieved 2026-11-10
TextCoreFixWindowsUUM-150353
Bug "TextMeshPro input field doesn't remove characters from first backspace when variant characters are used with the input field.
Linked bug report
UUM-140383: TextMeshPro input field doesn't remove characters from first backspace when variant characters are used with the input field

Steps to reproduce: 1. Open the attached project “IN-139093” 2. In the Project window, open “Assets” → “Scenes” → “SampleScene” 3. Enter Play mode 4. Press the “Button” in the center 5. Try deleting text from “TMP_InputField” 6. Observe the Game view Actual result: The first 2 character get changed before deletion (need 2 backspaces), but after that the other ones don’t have any visual change …

Retrieved 2026-11-09
TextMeshProFixUUM-140383
Fixed non-deterministic Addressables bundle hashes caused by a debug symbols pragma in the TMP mobile SDF shaders.
Linked bug report
UUM-153225: Debug pragma in stock TMP shader breaks determinism when building Addressables Asset Bundles

How to reproduce: 1. Open the attached “IN-154213.zip” Project 2. Open the Addressables Groups Window (Window → Asset Management → Adressables → Groups) 3. Build the Addressables (Build → New Build → Default Build Script) 4. Open the Adressables Report Window for the built process or manually find the built files in the Project Folder 5. Observe the .bundle file Hash and file sizes 6. Close th…

Retrieved 2026-11-10
TextMeshProFixUUM-153225
Fixed the "Missing signature" when importing the TMP Examples & Extras package. Both TMP resource packages are now signed by Unity.
Linked bug report
UUM-151651: TMP Examples&Extras signature is missing

Steps to reproduce: Create and open a new project In Hierarchy, create 'UI (Canvas) -> Text - TextMeshPro' In the opened TMP Importer, click 'Import TMP Essentials' Then click 'Import TMP Examples & Extras' Observe the Editor Actual results: 'Missing signature' window opens Expected results: The samples are imported Reproducible with versions: 6000.6.0b1, 6000.6.1f1, 6000.7.0a6 Not reproducibl…

Retrieved 2026-11-10
TextMeshProFixUUM-151651
Fixed the Editor freezing when a TextMeshPro text with a Content Size Fitter contained a hyphen preceded by a space at narrow widths.
Linked bug report
UUM-152921: Editor freezes when the Text of a TextMeshPro GameObject with a Content Size Fitter Component is changed to a string containing a hyphen preceded by a space

Reproduction steps: 1. Create a new project 2. GameObject > UI > Text - TextMeshPro 3. Press “Import TMP Essentials” button in TMP Importer window 4. Select the newly created “Text (TMP)” GameObject and set Width to 25 in the Rect Transform 5. Press “Add Component” button, add Content Size Fitter and set Vertical Fit to Preferred Size 6. Set the Text field to any two words (e.g. “text text”) a…

Retrieved 2026-11-10
TextMeshProFixUUM-152921
Added mipmap Warning Icon to the Editor and update Timeline Track warning icon to the standard Warning Icon.
Linked bug report
UUM-131155: Timeline Activation Track “!” Warning icon is hard to see in Light Editor theme

Steps to reproduce: 1. Create new Unity project 2. Set Editor theme to Light 3. In Hierarchy window create Cube GO 4. Create Timeline for a Cube GO and open Timeline window 5. In Timeline window press “+” and add “Activation Track” 6. Select Cube GO 7. Observe the “!” Warning icon Actual results: “!” Warning icon is difficult to see in Activation Track when Editor theme is set to Light Expecte…

Retrieved 2026-11-09
TimelineUUM-131155
Fixed an issue where a long group track name label gets drawn over the button making them unclickable.
Linked bug report
UUM-146266: Long Track Group names in Timeline overlap and block buttons making them unclickable

Steps to reproduce: Create a new URP project Select any GameObject from the Hierarchy Go Window > Sequencing > Timeline Click Create and save the assets In the Timeline, click "+" and select "Track Group" Double-click on it to rename and give it a long name Try to click on the "+" button in the Track Group Actual results: The "+" button is not intractable and clickable due to overlapping Expec…

Retrieved 2026-11-09
TimelineFixUUM-146266
Fixed an issue where property changes were not correctly re-evaluated in the the Timeline, after being added.
Linked bug report
UUM-150294: Timeline does not re-evaluate Inspector property changes when that property is added after the the clip was selected

How to reproduce: Open the attached project “IN-151771” In the Project window, open the “Assets/Scenes/ArrayProperty/SampleScene_ArrayProperty” scene In the Hierarchy, select the “Director” GameObject In the Timeline window, select the first track In the Inspector, expand the “Multi Setting Timeline Clip” component so that the “Template → Values” array is visible Change the value on “Element 0…

Retrieved 2026-11-10
TimelineFixUUM-150294
Fixed an issue where scrubbing the timeline while in recording mode could trigger additional graph rebuilds.
Linked bug report
UUM-150705: Editor performance drops significantly when dragging the Timeline playhead over a specific clip with the Inspector open

How to reproduce: Open the attached project “IN-152135” In the Project window, open the “Assets/Scenes/AnimatedProperty/SampleScene_AnimatedProperty” scene Ensure that the Inspector, Timeline and Profiler windows are visible on screen In the Hierarchy, select the “SuperDirector” GameObject In the Timeline window, select the last “Setting” clip Ensure that the target mode in the Profiler window…

Retrieved 2026-11-10
TimelineFixUUM-150705
Fixed issue where Timeline preview would generate prefab override modifications in certain cases, leading to degraded performance.
TimelineFixUUM-139326
Fixed timeline preview ownership.
TimelineFixUUM-137833
Fixed VFX Graph property values not being restored when previewing in Timeline.
Linked bug report
UUM-142082: Visual Effect property override remains permanently checked when Timeline preview ends

How to reproduce: Open the attached "IN-142681_VisualEffectPropertyPreview" project Open the SampleScene Select the "Simple Burst" GameObject Ensure the Size property (Visual Effect > Properties > Size) is disabled in the Inspector Open the Timeline tab (Window > Sequencing > Timeline) Select the "Timeline" GameObject in the hierarchy Go back to the "Simple Burst" GameObject Observe the checke…

Retrieved 2026-11-09
TimelineFixUUM-142082
Fixed ArgumentOutOfRangeException and Invalid GUILayout state errors thrown when clicking the key selection area at the position of a key from a previously displayed property curve in the Timeline curves view.
Linked bug report
UUM-143996: Errors are thrown when clicking on a Key selection area from another Audio Track property in the Timeline curves view

Reproduction steps: 1. Create a new project 2. Window > Sequencing > Timeline 3. Select any GameObject and click "Create" button in the Timeline window 4. Add an Audio Track by pressing "+" button 5. Press "Show curves view" button 6. Select one of the Audio Track properties, right-click in the curves view and select "Add Key" option 7. Select a different Audio Track property and click on the …

Retrieved 2026-11-09
TimelineFixUUM-143996
Updated the Timeline Customization Samples Timeline_CustomTracks scene to use the new Input System component.
Linked bug report
UUM-142488: “InvalidOperationException” errors are thrown when entering Play Mode in the Timeline’s Customization Samples

Steps to reproduce: Create a new Unity using the Universal 3D template Open the Package Manager (Window > Package Management > Package Manager) Select the Timeline package Open the Samples tab Import the "Customization Samples" Sample Open the "Assets/Samples/Timeline/1.8.12/Customization Samples/Demo/Scenes/Timeline_CustomTracks.unity" Scene Enter Play Mode Observe the Console window Actual r…

Retrieved 2026-11-09
TimelineFixUUM-142488
Fixed a crash that could occur when inspecting a TMP font asset that has *Atlas Population Mode set to Static and Multi Atlas Textures* enabled while its Material preview was visible.
Linked bug report
UUM-145753: Crash on RenderEventsContext::ExecuteCommandBuffers when changing a TextMeshPro GameObject's font to Liberation Sans SDF - Fallback

How to reproduce: Open the attached “IN-145408“ project Open the “SampleScene“ scene In the Hierarchy, select the Text(TMP) GameObject (Canvas > Text (TMP)) In the Inspector, change the active Font Asset field (Main Settings) in the TextMeshPro - Text(UI) Component to the Liberation Sans SDF - Fallback font Observe the Crash Reproducible with: 6000.3.0a1, 6000.3.18f1, 6000.5.1f1, 6000.6.0b1, 6…

Retrieved 2026-11-09
uGUIFixUUM-145753
Fixed a layout misalignment of the Layout Group properties in the Inspector.
uGUIFixUUM-144947
Fixed an issue where the pixel height of a UGUI Image was not consistent when the parent Canvas Scaler Reference Resolution was changed and Pixel Perfect was enabled.
uGUIFixUUM-137714
Fixed an IndexOutOfRangeException thrown when a large Text (TMP) GameObject with Overflow set to Ellipsis.
Linked bug report
UUM-134477: “IndexOutOfRangeException: Index was outside the bounds of the array.” error is thrown when large Text (TMP) GameObject Overflow field is set to Ellipsis

Reproduction steps: 1. Create a new project 2. Create Text - TextMeshPro GameObject (GameObject > UI (Canvas) > Text - TextMeshPro) 3. Enter long text into Text field in the Inspector 4. Change Font Size value to 1 5. Change Overflow to Ellipsis Actual result: “IndexOutOfRangeException: Index was outside the bounds of the array” error is thrown Expected result: No warnings or errors are thrown…

Retrieved 2026-11-09
uGUIFixUUM-134477
Fixed crash when calling SetSecondaryTexture/Size with invalid index.
Linked bug report
UUM-154589: Crash on CanvasRenderer::SetSecondaryTexture when the index was not allocated by SetSecondaryTextureCount

Steps to reproduce: Open the attached project (CanvasSecondaryCrash.zip) in 6000.3.24f1, 6000.6.3f1, 6000.7.0b2 or 7000.0.0a1. Select Bug > "Control - allocate 2 slots first, then index 0 and 1". Observe "CONTROL OK" in the Console; the Editor is fine. Select Bug > "Crash - SetSecondaryTexture(0) on a fresh CanvasRenderer". Actual result: The Editor process terminates with SIGSEGV inside UI::C…

Retrieved 2026-11-10
uGUIFixUUM-154589
Fixed ellipsis line-breaking recursion when the font lacks an ellipsis glyph and Ellipsis overflow mode is selected.
Linked bug report
UUM-134066: "Line breaking recursion max threshold hit" error when Overflow is set to Ellipsis with fonts missing the ellipsis character

How to reproduce: 1. Open the attached “IN-130196” project 2. Open the “SampleScene” 3. In the Hierarchy, expand the “Canvas” GameObject 4. Select the child GameObject “Text (TMP)” 5. In the Inspector, set Overflow to “Ellipsis” 6. Type a long sentence in the “Text Input” field 7. Observe the Console and the Scene windows Actual result: Words get cut off and errors appear in the console Expect…

Retrieved 2026-11-09
uGUIFixUUM-134066
Fixed RectMask2D softening the edges of clipped content when its softness is zero.
Linked bug report
UUM-150815: Edges are softened when a RectMask2D with 0 softness is used

How to reproduce: Open the attached project “IN-152255” Open the “Assets/Scenes/RectMask2D_ClipEdgeAA“ scene Enter Play Mode Observe the Game View Actual result: Edges on the left most square are not white Expected result: Edges on all squares are white Reproducible with: 6000.0.0f1, 6000.0.82f1, 6000.3.23f1, 6000.5.11f1, 6000.6.0f1, 6000.7.0a6 Reproducible on: macOS 26.5.2 (M4 Max) Not reprod…

Retrieved 2026-11-10
uGUIFixUUM-150815
Fixed recursive release of text components linked to themselves which led to stack overflow exceptions. Added OnValidate to base TMP_Text class to handle self-referencing of child and parent linked text components. As a result, TextMeshPro and TextMeshProUGUI components now call base OnValidate to handle and correct this same linking issue.
uGUIFixUUM-148732
Fixed regression that prevented multiple inspectors from updating with current alpha values when the alpha value on a CanvasGroup component was modified via the Inspector and CanvasGroupEditor.
Linked bug report
UUM-144986: Canvas Group Alpha Slider is not synchronised across multiple Inspector windows

Steps to reproduce: Open the attached project Open the Sample Scene Select the Panel object in the Hierarchy Make sure the Canvas Group component is visible in both Inspector windows Use the Slider to change the Alpha value Actual results: The Alpha value is not synchronised across multiple Inspector windows Expected results: Alpha value is synchronised across all Inspector windows Reproducibl…

Retrieved 2026-11-09
uGUIFixWindowsUUM-144986
Fixed the Layout Element component, which accepted negative values in its Min/Max (and other) fields.
Linked bug report
UUM-144440: Layout Element Component's Min/Max fields can be set to the negative values which silently changes the property source to the default one

How to reproduce: 1. Create a new Unity project 2. In the Hierarchy, right-click -> UI (Canvas) -> Text (TextMeshPro) 3. In the Inspector, click Add Component -> Layout Element 4. Set the Min Width to -1 5. Observe the results Expected results: The field can't be set to a negative value Actual results: The field can be set to a negative value and source of the value in the "Layout Properties" …

Retrieved 2026-11-09
uGUIFixUUM-144440
Fixed NullReferenceException errors when selecting an InputField (TMP) Placeholder before importing the TMP Essential Package.
Linked bug report
UUM-143965: "NullReferenceException" errors are spammed in the Console when selecting the Placeholder child of InputField (TMP) in the Hierarchy

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Create InputField GameObject in the Hierarchy window 3. Import TMP Essentials 4. Expand Canvas > InputField (TMP) > Text Area 5. Select Placeholder GO 6. Observe the Console window Actual results: "NullReferenceException" errors are continuously spammed in the Console window when the Placeholder child object of Canv…

Retrieved 2026-11-09
uGUIFixUUM-143965
Undoing an added LayoutGroup on a ScrollView now restores its children entirely.
Linked bug report
UUM-144838: ScrollView elements are not restored to their original positions after removing a Layout Group with Undo action

Steps to reproduce: Open the attached project Open the SampleScene Add a Grid Layout Group component to the ScrollView game object Undo the Add Component action Observe the positions of ScrollView's elements Actual results: Scrollbar handles become offset Expected results: All ScrollView's elements are restored to their original positions before the Layout Group component was added Reproducibl…

Retrieved 2026-11-09
uGUIFixUUM-144838
Fixed flex items not shrinking or growing correctly when a non-flexible (or partially flexible) sibling preceded a flexible child in the same container.
Fixed ScrollView drag-scrolling into blank space when content fits.
Linked bug report
UUM-142498: Blank area appears at the top of Inspector and Build Settings windows when touching and dragging downward with a Wacom tablet pen

Steps to reproduce: Create and open any project In the Scene view or Hierarchy, select any GameObject Open the Inspector window In the empty space above the selected object’s components, touch the Inspector with a Wacom pen Drag the pen downward Actual result: The Inspector content shifts downward and empty space appears above the inspected object Expected result: Nothing happens Reproducible …

Retrieved 2026-11-09
UIFixWindowsUUM-142498
Added some performance regressions in reading/writing some VisualElement properties and manipulating its hierarchy.
UI ToolkitFix
Added support for custom filter functions in backdrop-filter.
Linked bug report
UUM-148086: Custom backdrop-filters support

Context: Custom filter functions are currently disabled for backdrop-filter. When a FilterFunction based on a custom filter definition is assigned to backdrop-filter, it is ignored at render time and the following warning is logged: > Custom filters are not supported for backdrop-filter on element ''. Custom filters will be ignored. They were disabled deliberately: applying a custom filter can…

Retrieved 2026-11-10
UI ToolkitFixUUM-148086
Clamped invalid stroke-miterlimit instead of failing SVG import.
Linked bug report
UUM-120825: SVG fails to import when 'stroke-miterlimit' is less than 1

Reproduction steps: 1. Open the attached “IN-116368_test vector” archived project 2. Select the “Assets/test.svg“ and reimport it (Right-click > Reimport) in the Project View 3. Observe the Console Expected result: Warning is thrown, SVG file is imported Actual result: SVGFormatException is thrown because the 'stroke-miterlimit' is equal to 0 Reproducible with: 6000.0.59f1, 6000.1.16f1, 6000.2…

Retrieved 2026-11-09
UI ToolkitFixUUM-120825
Creating a new PanelRenderer will not correctly restore the PanelSettings field when undo/redo occurs.
Linked bug report
UUM-146643: Panel Renderer GameObject has no Panel Settings reference attached after undoing and redoing its creation

Reproduction steps: 1. Create a new project 2. GameObject > UI Toolkit > Panel Renderer 3. Undo and redo Panel Renderer GameObject creation 4. Select Panel Renderer GameObject and observe Panel Settings field in the Inspector Actual result: Panel Settings reference field is empty Expected result: Panel Settings reference remains attached Reproducible with: 6000.0.0f1, 6000.0.79f1, 6000.3.19f1,…

Retrieved 2026-11-09
UI ToolkitFixUUM-146643
Enabled Open in Context button in main stage.
UI ToolkitFixUUM-145853
Exposed the method VectorUtils.BuildVectorImage(SceneInfo, Rect).
Linked bug report
UUM-146278: BuildVectorImage(SceneInfo, Rect) is internal, and should be public

Steps to reproduce: Try to create a script to create a VectorImage from and SVG file while preserving the viewport Actual results: The required method VectorUtils.BuildVectorImage(SceneInfo, Rect) is internal and cannot be used Expected results: The required method should be public. Reproducible with versions: 6000.7 6000.6 6000.5 6000.3 Not reproducible with versions: Can’t test with versions…

Retrieved 2026-11-09
UI ToolkitFixUUM-146278
Fix to run the authoring Editor tests without waiting on frames.
UI ToolkitFixUUM-150274

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