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Fixed a crash when a Tilemap Prefab whose Scene instance has tile overrides was updated outside the Editor. (UUM-157167) Fixed in 7000.0.0a12.
2DKnown issueBlockerUUM-157167
[Graphics] Fixed Player from crashing when rotating the device with 'Optimized Frame Pacing' and 'Apply display rotation during rendering' enabled. (UUM-155729) First seen in 7000.0.0a8. Fixed in 7000.0.0a12.
AndroidKnown issueCautionUUM-155729
Player stops responding permanently when scenes are repeatedly switched with SceneManager.LoadSceneAsync
Linked bug report
UUM-156125: Player stops responding permanently when scenes are repeatedly switched with SceneManager.LoadSceneAsync

How to reproduce: Open the attached “IN-153982” project In the Unity editor’s taskbar, select “File” > “Build Profiles” In the “Build Profiles” window, select “Windows” profile Under the “Platform Settings”, expand “Windows Settings” > enable the “Development Build” Click “Build And Run” and wait for around 5 minutes Observe the result in the Player window Actual result: The Player window free…

Retrieved 2026-11-10
Content BuildKnown issueCautionUUM-156125
[CoreCLR] Crash on mono_class_get_name when building Addressables content with a serialized type that derives from List<T>
Linked bug report
UUM-155711: Crash on mono_class_get_name when building Addressables content with a serialized type that derives from List<T>

Steps to reproduce: Open the attached project Build the content: Window > Asset Management > Addressables > Groups > Build > New Build > Default Build Script Observe the Editor Actual result: The Editor crashes during the build. In batchmode the process exits with code 139 and the build never returns. Expected result: The build does not crash the Editor. The type is screened out before its ser…

Retrieved 2026-11-10
Content BuildKnown issueBlockerUUM-155711
“Overflow in memory allocator. UnityEditor.GUIView:ProcessEvent (UnityEngine.EntityId,intptr,bool&)“ pop-up warning when opening a specific scene
Linked bug report
UUM-155070: “Overflow in memory allocator. UnityEditor.GUIView:ProcessEvent (UnityEngine.EntityId,intptr,bool&)“ pop-up warning when opening a specific scene

How to reproduce: 1. Open the attached “IN-154292” project 2. Open the SampleScene (Assets > Scenes > SampleScene) 3. Observe the “Overflow in memory allocator. UnityEditor.GUIView:ProcessEvent (UnityEngine.EntityId,intptr,bool&)“ pop-up warning Reproducible with: 6000.5.0a5, 6000.6.4f1, 6000.7.0b3 Not reproducible with: 6000.0.84f1, 6000.3.25f1, 6000.5.0a4, 7000.0.0a5 Reproduced on: Windows 1…

Retrieved 2026-11-10
Content BuildKnown issueCautionUUM-155070
Crash on System.Environment::FailFast when a script's System.Diagnostics.Debug.Assert fails
CoreCLRKnown issueBlockerUUM-157144
Fix for iOS/visionOS build bloat caused by including ICU data as part of the IL2CPP distribution. (UUM-155494) Fixed in 7000.0.0a12.
EditorKnown issueCautioniOSVisionOSUUM-155494
Hierarchy window stays empty when entering Avatar Configuration with the new Hierarchy enabled
Linked bug report
UUM-155256: Hierarchy window stays empty when entering Avatar Configuration with the new Hierarchy enabled

How to reproduce: Open the attached "IN-154894" project Note that Edit > Project Settings > Editor > Hierarchy > "Use Legacy Hierarchy" is unchecked In the Project window, open the "Assets/Scenes" folder and select the "Humanoid" model In the Inspector, open the "Rig" tab and press "Configure..." Observe the Hierarchy window Actual result: The Hierarchy window is empty and does not list the ch…

Retrieved 2026-11-10
Hierarchy V2Known issueCautionUUM-155256
[macOS] An asset dragged from the Project window onto the Inspector is not dropped on mouse release, only after the cursor is moved again
Native Editor Input RoutingKnown issueCautionmacOSUUM-157673
Crash on SessionState::SetFloat when closing the project
Scripting RuntimeKnown issueBlockerUUM-156589
Refreshed the theme of Unity Editor 7
EditorFeature
Added a Project Auditor rule that reports Spot Lights that need a cookie to match the Built-in cone falloff when the light falloff mode is set to Quadratic.
URPFeature
Burst now enables safety checks in builds when the managed code variant player setting is set to Debug or Checked.
BurstImprovement
Shader compilation work is now captured in the buildreport.json Chrome trace profiling file that's generated during editor player builds allowing the time taken processing shaders to be visualized and inspected
EditorImprovementUUM-134289
Updated layout, tooltips, and reset behaviour for some fields in the Skinned Mesh Renderer component.
EditorImprovement
Improve performance of typeof(T) in generic code.
IL2CPPImprovement
Improved performance of typeof and Object.GetType().
IL2CPPImprovement
The "IL2CPP Stacktrace Information" setting has been renamed to "Managed Stack Trace Information" and now affects the CoreCLR scripting backend too.
ScriptingImprovement
Improved data source context caching.
UI ToolkitImprovement
Improved event dispatch performance when no events are queued and when callbacks are registered or unregistered during event dispatch.
UI ToolkitImprovement
Improved style update performance for elements with transitions when an ancestor's class or pseudo-state changes without affecting their matched style rules.
UI ToolkitImprovement
Improved the performance of removing elements from a UI Toolkit hierarchy, and of binding large inspectors and editor UIs.
UI ToolkitImprovement
Changed: BuildPipeline.BuildContentDirectory now throws an ArgumentException if the requested compression type is not supported on the target platform.
Build PipelineAPI change
Added: Added SourceTemplateAttribute.Target and the SourceTemplateTargetExpression enum to the built-in JetBrains.Annotations, so source templates can use Target = SourceTemplateTargetExpression.Outer.
Linked bug report
UUM-84741: The "Target" Source Template is missing when using the Unity JetBrains.Annotations library subset

Reproduction steps: 1. Open the attached “TargetExpressionBug” project 2. Open the “Assets/Scenes/SampleScene” scene 3. Observe the Console logs Expected Result: No errors are thrown in the Console Actual Result: “The type or namespace name 'Target' could not be found” error is thrown in the Console Reproducible with: 2021.3.45f1, 2022.3.50f1, 6000.0.24f1 Reproducible on: Windows 11 Pro Not re…

Retrieved 2026-11-12
EditorAPI changeUUM-84741
Added: Expose BuildProfileGraphicsSettings and BuildProfileQualitySettings as public build profile components.
EditorAPI change
Added: Added iPhone 18 Pro, iPhone 18 Pro Max and iPhone Duo device generation enums and screen cutouts.
iOSAPI change
Added: Added "PhysicsDrawOverride" in "Unity.U2D.Physics.Editor", with "enabled", "settings", "defaultSettings", "changed", the "PhysicsDrawOverride.Settings" struct and the "PhysicsDrawOverride.OverrideOptions" flags, so editor tooling can read and write the Editor draw override.
Physics 2DAPI changeUUM-157403
Added: Added "PhysicsWorld.disableDrawOverride" so a world always draws with its own draw settings while the Editor draw override is enabled.
Physics 2DAPI changeUUM-157403
Changed: EditorSettings.forceAssetUnloadAndGCOnSceneLoad has been renamed to EditorSettings.unloadUnusedAssetsOnSceneLoad and no longer forces a managed garbage collection.
ScriptingAPI change
Added: Added the PlayerLoop.PreUpdate.UIElementsPreparePanelRenderers player loop system, which attaches PanelRenderer content to its panel before Update.
UI ToolkitAPI change
Fully enforce Sprite Frame editing capability. Overriding locks field are now removed.
2DBreaking
ContentBuildFlags.DevelopmentBuild has been removed. This flag was used to indicate whether content builds should serialize scripts with development build processor symbols. However, development builds no longer have any special preprocessor symbols and thus this flag did not do anything anymore.
Build PipelineBreaking
Environment.Exit() now throws a PlatformNotSupportedException on the CoreCLR scripting backend. Use Application.Quit() instead.
CoreCLRChange
Fast Enter Play Mode is now the default for projects created with the "-createProject" editor command line argument, from script code and for projects without a ProjectSettings/EditorSettings.asset file. Affected projects will now default to the "Reload Scene Only" option when entering and exiting playmode in the editor rather than "Reload Domain and Scene". Existing projects are unaffected. For more information see the online documentation:
EditorChange
[Configuring how Unity enters Play mode](https://docs.unity3d.com/7000.0/Documentation/Manual/configurable-enter-play-mode.html)
ChangesChange
[Enter Play mode without domain reload](https://docs.unity3d.com/7000.0/Documentation/Manual/domain-reloading.html)
ChangesChange
[Domain and scene reload execution order reference](https://docs.unity3d.com/7000.0/Documentation/Manual/configurable-enter-play-mode-details.html)
ChangesChange
Removed the Entities package dependency on the Audio module. Projects that use Entities can now remove the Audio module.
Entities
The Unity.Entities runtime now ships in the engine as UnityEngine.EntitiesModule. Its public types are forwarded from the Unity.Entities package assembly, so existing code keeps compiling.
EntitiesChange
UnityObjectRef<T> now has a public EntityId property and a FromEntityId factory method.
EntitiesChange
Remove forced managed GC after a (single-mode) scene load in the CoreCLR Player.
ScriptingChange
Remove forced managed GC after a scene load in the CoreCLR Editor.
ScriptingChange
Updated FreeType to version 2.15.0, which adds support for mirrored Apple Color Emoji glyphs on macOS and slightly changes how text renders in the Hinted Smooth and OS Default font rendering modes.
TextChangemacOS
The UI Builder canvas now zooms to fit the viewport and grows to its content the first time a document opens.
UI ToolkitChangeUUM-157282
UnityEngine.XR.InputDevices.deviceDisconnected and UnityEngine.XR.InputDevices.deviceConnected, and legacy XRNode tracking-lost notifications, no longer fire across an application pause/resume for a device that is still present. InputDevice handles now stay valid across pause/resume instead of going stale. If you used those callbacks to re-acquire handles or re-apply device state on resume, use OnApplicationPause or Application.focusChanged instead.
XRChange
Fix crash in SpriteShapeUtility::PrepareSpriteShapeInputs when AngleRangeInfo.sprites contains an invalid index Note: Spriteshape package uses its own internal SpriteshapeGenerator and does not use UnityEngine.U2D.SpriteShapeUtility:Generate anymore. This will soon be deprecated.
Fixed a performance regression in Tilemap.SetTile and other small tile batches.
Fixed an issue where a Point Light 2D lost its cookie sprite when a project saved in Unity 6.0 or 6.3 was opened in a newer version.
Linked bug report
UUM-156931: Point Light 2D loses its Cookie when a project saved in Unity 6.0 or 6.3 is opened in 6.5 or newer

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

Retrieved 2026-11-10
Fixed an issue where cancelling animation creation after dragging multiple sprites onto a GameObject in the Hierarchy removed its existing Animator component.
Fixed an issue where rotating a multi-layer brush on a Hexagon Tilemap merged its Z layers and lost tiles.
Fixed GridLayout.GetBoundsLocal(Vector3Int) returning bounds that were not centered on the cell.
Fixed the Tile Palette Brush Pick Overlay scrolling back to the selected Pick when you resize the Picks.
The Console now shows the "More than one global light on layer" error when a 2D Light is set to Global in the Light Explorer.
Linked bug report
UUM-144607: "More than one global light on layer Default for light blend style index..." errors are not thrown when changing 2D Light Types to Global in Light Explorer

Reproduction steps: 1. Create a new project 2. Create couple of 2D Light GameObjects 3. Window > Rendering > Light Explorer 4. Select "2D Lights" tab 5. Change all 2D Lights type to "Global" in the Light Type column 6. Observe the Console Actual result: No errors about more than one global light are thrown in the Console Expected result: "More than one global light on layer Default for light b…

Retrieved 2026-11-12
Undo and Redo now fully revert a pick in the Shadow Caster 2D Casting Source dropdown and the Light 2D Light Type dropdown, so the inspector shows the right fields.
Linked bug report
UUM-152952: Shadow Caster Component is not fully updated after performing an Undo action for Casting Source Property

Steps to reproduce: Open the attached project Open the SampleScene Select the Triangle object in the Hierarchy In the Inspector, change the Casting Source property from SpriteRenderer to Shape Editor Observe that the Component view has been updated and some Properties become hidden Perform an Undo action Observe the ShadowCaster 2D component again Actual results: Casting Source property remain…

Retrieved 2026-11-12
Fixed Adaptive Performance samples in XR so the user's camera faces the sample content.
Adaptive PerformanceFixXR
Fixed the order of the two portal points returned for a NavMesh link, so that the first one is on the left and the second on the right also for a path that leaves the link. This applies to the results of NavWorld.GetPortalPoints and NavMeshQuery.GetPortalPoints.
Linked bug report
UUM-152707: NavWorld.GetPortalPoints() returns reversed left and right points between Link and Polygon

Steps to reproduce: Download the [Internal link] file, unarchive the project and open it. Open scene ShowPathCorridorDebug. Look at the green path drawn in the Scene view between objects Agent and FindPathExample. Alternative steps to reproduce: Create a scene with at least two NavMeshes connected through a NavMeshLink Use NavWorld to obtain a path between the two NavMeshes Use NavWorld.GetPor…

Retrieved 2026-11-11
Fixed system bars not hiding automatically on Android 11 when using GameActivity and System Bars Behavior is set to "Show Transient Bars By Swipe".
Linked bug report
UUM-155415: Android navigation bar does not hide automatically when System Bars Behavior is set to "Show Transient Bars By Swipe" and entry point is set to "GameActivity"

How to reproduce: 1. Create and open a new project 2. Navigate to Project Settings, Player tab (Edit > Project Settings > Player) 3. In the Android tab, under Resolution and Presentation, disable “Status Bars” and “Navigation Bars” 4. Set System Bars Behavior to “Show Transient Bars By Swipe” 5. Under Other Settings, make sure Application Entry Point is set to GameActivity 6. Build and Run the…

Retrieved 2026-11-11
AndroidFixUUM-155415
Fixed the Linux Editor sometimes exiting while importing crunch-compressed textures, with "crn_threading_pthreads.cpp(194): Failure: semaphore: sem_wait() or sem_timedwait() failed" in the log. The crunch compressor treated an interrupted wait as a fatal error; it now retries the wait.
Linked bug report
UUM-150055: Editor aborts during asset import in the Crunch texture compressor (Linux, batch mode)

An issue has been found where the editor aborts with exit code 134 during the initial asset import. It always happens while a texture with crunched compression is being compressed. {{}} ./External/TextureCompressors/Crunch/crnlib/crn_threading_pthreads.cpp(194): Failure: "semaphore: sem_wait() or sem_timedwait() failed" Fatal error: Interrupted system call Caught fatal signal - signo:6 code:-6…

Retrieved 2026-11-11
Asset ImportFixLinuxUUM-150055
Fixed a crash when passing a non-importer Type to ArtifactKey and other AssetDatabaseExperimental APIs that take an importer type, which now throw an ArgumentException instead.
Asset PipelineFixUUM-157001
Fixed a performance regression that added a fixed overhead to every Asset Database refresh.
Asset PipelineFixUUM-154636
Fixed an issue where calling AssetDatabaseExperimental.ForceProduceArtifact with a default ArtifactKey made the Editor hang.
Asset PipelineFixUUM-151271
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 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.
Linked bug report
UUM-156073: Entering Play mode logs 12 "Cannot attach thread to NULL scripting domain." errors

Steps to reproduce: Create a project with the "Get Started with Unity" template on 7000.0.0a8 Close "Start the tour" Click "Play" Observe the Console view Actual results: The Console fills with 12 errors, all stamped the same second: "Cannot attach thread to NULL scripting domain." Expected results: No errors in the Console view Reproducible with versions: 6000.5.0b10, 6000.5.0f1 - 6000.5.11f1…

Retrieved 2026-11-12
AudioFixUUM-156073
Fixed exiting Play Mode taking several seconds on Linux when the audio output device does not block, such as an ALSA null device.
AudioFixLinuxUUM-153880
Fixed content directory builds reusing cached scenes after the version argument of a PostProcessScene attribute changed.
Build PipelineFixUUM-156335
Fixed content directory builds reusing cached shaders after the BuildCallbackVersion of an IPreprocessShaders or IPreprocessComputeShaders callback was increased.
Build PipelineFixUUM-155222
Fixed IncrementalPlayerBuildTests on CoreCLR. (CBD-2066)
Build PipelineFix
Fixed the Build Analysis window's Asset Table showing no message when a search matched no assets.
Build PipelineFixUUM-155320
Fixed the Build Details section of the Build Analysis window not showing a build's related builds.
Build PipelineFixUUM-155781
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 IUnityGraphicsD3D12::GetNextFrameFenceValue() returning a fence value that could complete before the commands a native plugin recorded into Unity's current command list when graphics jobs are enabled.
DX12FixUUM-156768
Handle out of memory on very large texture creations
Linked bug report
UUM-157106: Crash on RenderSurfaceD3D12::CreateTextureD3D12Internal when creating a larger Render Texture than the maxGraphicsBufferSize

How to reproduce: Open the attached “IN-155866” project Run the test (Repro > “HugeRT - new RenderTexture(16384, 16384, 0, ARGBFloat).Create(), 4 GiB (CRASHES the Editor)”) Observe the crash Reproducible with: 6000.6.0a4 (d203f4c2ae2f), 6000.6.6f1, 6000.7.0b4, 7000.0.0a8 Not reproducible with: 6000.0.85f1, 6000.3.25f1, 6000.6.0a3 Reproducible on: Windows 11 Not reproducible on: No other enviro…

Retrieved 2026-11-10
DX12FixUUM-157106
Disable Show Tutorial Window button since Universal 2D Project does not provide one.
EditorFixUUM-150083
Don't include the NET analyzers twice in Project Auditor code analysis.
EditorFixUUM-156937
Fix layout properties preview inspector window to use the same calculations as runtime layout.
EditorFixUUM-154313
Fix misleading JobsDebugger error message for a NativeContainer that is accessed from a job but isn't passed in through the job struct, that claims it has been declared as [WriteOnly]. (UUM-157101) First seen in 7000.0.0a9.
EditorFixUUM-157101
Fixed a camera with Target Eye set to None rendering with the XR eye texture's size and aspect ratio instead of the window's while an XR display is active.
Linked bug report
UUM-152503: Camera's projection matrix ignores the window aspect ratio when the Target Eye is set to "None"

Steps to reproduce: 1. Open the attached user's project "PassthroughMatrixBug.zip" 2. Open the "Scenes/SampleScene" Scene 3. Make sure the OpenXR provider is enabled with "Initialize XR on Startup" checked (Edit > Project Settings > XR Plug-in Management) 4. Enable the OpenXR "Mock Runtime" Feature in the OpenXR Settings 5. Select the "XRRig/Camera Offset/XR Camera/PassThroughCamera" GameObjec…

Retrieved 2026-11-12
EditorFixXRUUM-152503
Fixed a crash on closing the Editor shortly after saving.
EditorFixUUM-143428
Fixed an issue where Project Auditor showed the Optimization page and highlighted the wrong sidebar entry after starting an analysis from the Migrate to URP tab.
EditorFixUUM-155263
Fixed error from Jetbrains.Annotations when trying to use SourceTemplate Attribute
Linked bug report
UUM-84741: The "Target" Source Template is missing when using the Unity JetBrains.Annotations library subset

Reproduction steps: 1. Open the attached “TargetExpressionBug” project 2. Open the “Assets/Scenes/SampleScene” scene 3. Observe the Console logs Expected Result: No errors are thrown in the Console Actual Result: “The type or namespace name 'Target' could not be found” error is thrown in the Console Reproducible with: 2021.3.45f1, 2022.3.50f1, 6000.0.24f1 Reproducible on: Windows 11 Pro Not re…

Retrieved 2026-11-12
EditorFixUUM-84741
Fixed hover events not firing when moving between adjacent links
EditorFixUUM-156714
Fixed issue where filtered Scene View picking ignored BatchRendererGroup objects.
EditorFixUUM-144180

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