Clear
Filters
254,537 matches
7000.0.0a11100 shown
Fixed the entity differ reporting a component as changed when only its padding bytes differed.
EntitiesFix
Fixed unsaved changes in a Sub Scene being lost when changing its Scene Asset and pressing Cancel in the save prompt.
EntitiesFix
Fixed unsaved changes in a Sub Scene being lost without a save prompt when a duplicate Sub Scene that references the same scene was deleted or had its Scene Asset changed.
Linked bug report
UUM-154590: Unsaved changes in a Sub Scene are lost without a save prompt when a Sub Scene GameObject referencing it is deleted

How to reproduce: 1. Create a new project 2. Install the "Entities" package (Window > Package Management > Package Manager) 3. Create two Sub Scenes, "SubScene1" and "SubScene2", and add a few GameObjects to "SubScene2" 4. Save changes 5. Rename one of the GameObjects in "SubScene2" and do not save 6. In "SubScene1", create an empty GameObject, add a "Sub Scene" Component and set its Scene Ass…

Retrieved 2026-11-10
EntitiesFixUUM-154590
Fixed EntityManager.Debug.IsSharedComponentManagerEmpty returning true while unmanaged shared component values were still in use.
EntitiesFix
Fixed GC allocations in Surface Cache GI when many entities are spawned or change materials in the same frame.
Entities GraphicsFixUUM-154447
Fixed instances in a subscene not rendering in the Player after another subscene that uses the same meshes and materials was unloaded.
Linked bug report
UUM-124966: Instances of static objects are not loaded when the static objects are disabled in the Player

Repository: unity/unity How to reproduce: 1. Open the “bug.zip“ project 2. Build and run the project 3. In the Player, toggle off the “Toggle Staging Tree Subscenes On/Off“ button (so that the terrain object is unloaded) 4. Then, toggle off the “Toggle Hierarchy Trees On/Off“ button (so that the 5 tree objects are unloaded) 5. Toggle on the “Toggle Staging Tree Subscenes On/Off“ button (so tha…

Retrieved 2026-11-11
Entities GraphicsFixUUM-124966
Fixed static entities not updating lighting when light probes change and the entity does not.
Entities GraphicsFixUUM-151337
Fixed Surface Cache GI ignoring the Global Illumination LOD of static LOD Groups in closed subscenes, which made every LOD level contribute to global illumination.
Entities GraphicsFixUUM-150718
A Terrain added to a ray-tracing acceleration structure no longer leaks a Mesh and its GPU buffers.
Add support for hardware dynamic resolution scaling in SSR
Avoid out-of-bounds memory access in UnifiedRayTracing which caused undefined behaviour on certain platforms.
Fix a bug where APV bake fails when scene contains a VFXRenderer.
Linked bug report
UUM-150965: APV: "InvalidCastException: Specified cast is not valid" is thrown during Generate Lighting when a static GameObject has a MeshFilter and a Visual Effect (VFXRenderer) Component

Steps to reproduce: Create a new 3D (URP) project In Edit > Project Settings > Quality > current URP asset, make sure Light Probe System is set to Adaptive Probe Volumes Create a Cube (GameObject > 3D Object > Cube), and with the Cube selected press Add Component and add a Visual Effect component With the Cube selected, enable the Static checkbox in the top right of the Inspector (Contribute G…

Retrieved 2026-11-10
Fix a bug where editing a shader used in a scene that uses surface cache GI causes error spam in the console.
Fix a bug where mixed lights appear fully occluded when using APV and having L2 spherical harmonics disabled.
Linked bug report
UUM-156430: Probe-lit objects lose Mixed directional light beyond Max Shadow Distance when APV Disk Streaming is enabled and SH Bands is set to L1

How to reproduce: Open the attached "IN-150983" project Open the "Assets/Scenes/SampleScene.unity" Scene Select "Assets/Settings/Mobile_RPAsset" and make sure that Lighting > Probe Volumes > SH Bands is set to "Spherical Harmonics L1" and "Enable Disk Streaming" is enabled In the Scene view, ensure that the "Cube" GameObject is more than 20 units away from the “Main Camera” GameObject Observe …

Retrieved 2026-11-12
Fix speckles/white spots with APV
Linked bug report
UUM-133626: White flickering artifacts are present on dynamic objects when doing rotation/movement and using APV

Reproduction steps: 1. Open the attached project "ReproProj" 2. Open the “/Assets/Scenes/SampleScene.unity” Scene 3. Enter the Play Mode 4. Closely observe the Game view while the car rotates Expected result: No artifacts are present Actual result: White artifacts are flickering Reproducible with: 6000.0.66f1, 6000.3.5f1, 6000.4.0b6, 6000.5.0a5 Reproducible on: Play Mode Windows Standalone Pla…

Retrieved 2026-11-11
Fixed a bug where reflection probes sometimes would not be re-baked when baking lighting, if only URP-specific settings were modified.
Linked bug report
UUM-133949: The Reflection Probe fails to update properly when generating lighting in the Lighting window and using a custom Renderer Feature

How to reproduce: 1. Create a new Unity URP Project 2. Import the attached “TestURPFeature“ custom Unity package 3. Navigate to Assets > TestURPFeature 4. Open the “TestURPFeature” Scene 5. Navigate to Assets > Settings > PC_Renderer 6. In the Inspector window, add the “Debug Feature” Renderer Feature 7. In the Lighting window, click on the “Generate Lighting” button 8. Navigate to Assets > Se…

Retrieved 2026-11-11
Fixed a bug where Surface Cache GI did not affect Terrains using custom shader graph shaders.
Fixed a heap-buffer-overflow read when deduplicating overlapping Light Probes from multiple loaded scenes.
Fixed Adaptive Probe Volumes baking black probes near terrain surfaces when using Vulkan on some AMD GPUs.
Fixed Adaptive Probe Volumes placing probes as if the scene had no geometry when baking with Vulkan on AMD GPUs.
Linked bug report
UUM-137732: Probe placement fails when baking Adaptive Probe Volumes on Vulkan with AMD GPU

Reproduction steps: 1. Open the attached “IN-136557” project 2. Open the “Scenes/SampleScene” Scene 3. Open the Project Settings window (Edit > Project Settings) 4. In the “Player” tab, make sure the “Graphics API for Windows” is set to “Direct3D11” 5. Open the Lighting window (Window > Rendering > Lighting) 6. Press the “Generate Lighting” button 7. Open the Rendering Debugger window (Window …

Retrieved 2026-11-11
Fixed an "Unknown reflection probe mode" error when baking reflection probes in a scene with Realtime reflection probes.
Linked bug report
UUM-141083: An "Unknown reflection probe mode: 1" error is thrown when baking Realtime Reflection Probes

Steps to reproduce: Create and open a new URP 3D project Create a Reflection Probe in the Hierarchy Change its type to "Realtime" in the Inspector Open Window -> Rendering -> Lighting Next to "Generate Lighting" press the dropdown and select "Bake Reflection Probes" Observe the Console Actual results: An "Unknown reflection probe mode: 1 UnityEditor.GenericMenu:CatchMenu (object,string[],int)"…

Retrieved 2026-11-11
Fixed an error about a missing 'GetMinMaxLuminance' kernel that was logged after every lighting bake when the Editor used Vulkan or OpenGL Core.
GIFix
Fixed GC allocations every frame in Surface Cache GI, even when nothing in the scene changed.
Fixed GC allocations in Surface Cache GI when many objects are added, removed, or change materials in the same frame.
Fixed light baking failing when the only Global Illumination contributors in a scene had no materials assigned.
Fixed shader compiler warnings shown in the Inspector when selecting the Adaptive Probe Volumes VoxelizeScene shader.
Fixed Surface Cache failing to start on devices with a maximum graphics buffer size below 256 MB.
Fixed Surface Cache geometry rendering incorrectly after many meshes were added to the scene.
GIFix
Fixed Surface Cache GI and the Compute ray tracing backend never hitting geometry on Adreno 650 GPUs with Vulkan.
Fixed Surface Cache Global Illumination not updating in the Scene view while the Editor is idle.
Fixed Surface Cache Global Illumination permanently leaving some screen pixels without a patch.
Fixed the Baked Albedo and Baked Emissive Scene view draw modes showing shifted and cropped textures when using the Unity Compute lightmapper.
GIFix
Fixed the Render Graph Viewer showing a different set of passes on each capture when the Surface Cache Global Illumination renderer feature is active.
Fixed the Surface Cache GI renderer feature running an incorrect defrag shader variant on devices that report a compute subgroup size of 2 or 128.
Fixed the Unity Compute Light Baker information box in Graphics settings not hiding when the Default Light Baker setting was reverted with Reset or Undo.
Make Surface Cache check for inline ray tracing support to match its use of RayQuery (instead of checking for ray tracing shader support).
Prevent MissingReferenceException in Surface Cache
Context menus closing will no longer block keyboard shortcuts in Graph Windows.
Graph ToolkitFixWindowsUUM-149835
Fix Copy/Paste of values in fields inside of nodes.
Graph ToolkitFixUUM-151929
Fixed a horizontal scrollbar that appeared in the inspector when a state machine transition was selected, even when the content fit the inspector width.
Graph ToolkitFixUUM-149802
Fixed a NullReferenceException thrown when setting the Title, Subtitle, Tooltip, DefaultColor or FillAmount of a Node created from script before setting its Position.
Linked bug report
UUM-150194: NullReferenceException is thrown when setting the Title of a programmatically created GraphToolkit Node before setting its Position

How to reproduce: Open the attached “GraphToolkitSetTitleError.zip” project In the Project window, double-click the "Sandbox Graph" asset In the top toolbar of the Graph window, click the "Add Custom node" button Observe the Console and Graph editor view Actual result: “NullReferenceException: Object reference not set to an instance of an object” is thrown, and the node is not created Expected…

Retrieved 2026-11-11
Graph ToolkitFixUUM-150194
Fixed an issue where loading a truncated or badly merged graph asset silently dropped nodes, variables and states, and saving the graph made the loss permanent. Such assets are now refused with an error that names the file. (UUM-154744)
Graph ToolkitFixUUM-154744
Fixed an issue where short portal names were cut off because the portal node did not keep a minimum width.
Linked bug report
UUM-133912: Short Portal names are cut off

Steps to reproduce: Open the attached project Open the Test.texmkr graph asset Select the Wire between "New Variable" and "UniformNode" Right-click and select the Convert To Portals option Delete the name of the Portal and observe the Portal node width Change the name of the Portal to "Test" Observe the Portal nodes again Actual results: The Portal node width is shorter compared to when no nam…

Retrieved 2026-11-12
Graph ToolkitFixUUM-133912
Fixed the Graph Inspector's Narrow the Selection list showing internal type names such as VariableDeclarationBase instead of user-facing names such as Variable.
Linked bug report
UUM-154274: Internal class name "VariableDeclarationBase" is shown in the Graph Inspector's "Narrow the Selection" list after using "Create Variable from port"

Steps to reproduce: Open the attached "GTKRepro" project Open the "Assets/GTKRepro_VariableDeclarationBase/ReproGraph.gtkreprovdb" asset In the Graph window, right-click the "A" input port of the "ReproNode" node and select "Create Variable from port" Observe the "Narrow the Selection" list in the Graph Inspector Actual results: The list shows "1 Wire" and "1 VariableDeclarationBase" Expected …

Retrieved 2026-11-11
Graph ToolkitFixUUM-154274
Fixed the name of the Graph Toolkit Window in the Overlay Preferences.
Graph ToolkitFixUUM-132386
(Graphics) RenderBuffer.GetNativeRenderBufferPtr no longer returns null when called immediately after RenderTexture.Create with graphics jobs enabled.
GraphicsFix
Add a workaround for compiling surface-cache HWRT shaders on MTL.
GraphicsFix
Added Soft Particle Support for on-tile depth.
GraphicsFix
Added warning when the specified Keyword Declaration Override does not match any Keyword Declaration in the project.
GraphicsFixUUM-151445
Ensure correct backbuffer dimensions when using multiple displays.
GraphicsFixUUM-134688
Fix crash when importing Texture2DArrays with small dimensions and many elements
Linked bug report
UUM-153670: Crash on CachedWriter::Write when importing a tiny non-power-of-two Texture2DArray from a package

How to reproduce: 1. Create a new project (any pipeline) 2. Download the attached “IN-153687” package 3. Drag the “IN-153687” package into the Assets folder 4. Click “Import“ 5. Observe the crash Reproducible with: 6000.6.0a6, 6000.6.3f1, 6000.7.0b2, 7000.0.0a1 Not reproducible with: 6000.0.84f1, 6000.3.25f1, 6000.6.0a5 Reproduced on: Windows 11 Not reproduced on: No other environment tested N…

Retrieved 2026-11-10
GraphicsFixUUM-153670
Fixed a CPU performance regression when submitting draw calls in Scriptable Render Pipelines.
GraphicsFixUUM-153988
Fixed a crash on quit in players that use split graphics jobs with DirectX 12 on Universal Windows Platform.
GraphicsFixWindowsUUM-152563
Fixed a crash on Vulkan when pre-warming pipeline state objects with GraphicsStateCollection.WarmUpProgressively.
GraphicsFixUUM-154071
Fixed an assert "Metal: memoryless texture requires 2D texture." that the Editor logged on Metal when it rendered single-pass XR to memoryless texture arrays.
GraphicsFixXRUUM-154442
Fixed an InvalidOperationException when a script disposed the destination NativeArray of an in-flight AsyncGPUReadback request on exiting Play Mode.
Linked bug report
UUM-143136: InvalidOperationException error thrown when deallocating a NativeArray on exiting Play mode after using AsyncGPUReadback.RequestIntoNativeArrayAsync

How to reproduce: 1. Open the attached "AsyncGPUReadbackUndisposable.zip" project 2. Open the "SampleScene" 3. Enter the Play mode 4. Exit Play mode 5. Observe the Console Actual result: "InvalidOperationException: The Unity.Collections.NativeArray1[System.Single] has been set to undisposable and cannot be deallocated." error is thrown in the Console Expected result: No errors are thrown in th…

Retrieved 2026-11-09
GraphicsFixUUM-143136
Fixed an issue where a Line Renderer or Trail Renderer using a 2D sprite material became invisible after turning off Preview in the Animation window or after calling Renderer.SetPropertyBlock.
Linked bug report
UUM-156620: LineRenderer becomes invisible after turning off Preview in the Animation window

Reproduction steps: 1. Create a new Universal 2D template project 2. Create a Material (Assets > Create > Material) and assign any texture to the "Diffuse" slot 3. Create an empty GameObject and add a Line Renderer Component to it 4. Assign the Material to the Line Renderer Component and set its Positions so the line is visible in the Game view (e.g. Index 0: (-4, 0, 0), Index 1: (4, 0, 0)) 5.…

Retrieved 2026-11-11
GraphicsFixUUM-156620
Fixed an out-of-bounds memory read when updating graphics buffers on Metal.
GraphicsFixUUM-153132
Fixed an out-of-bounds memory read when warming up shader variants on Metal.
GraphicsFixUUM-153134
Fixed AsyncGPUReadback.RequestIntoNativeArray logging read/write access and undisposable errors for a NativeArray that was used by a completed job.
Linked bug report
UUM-102552: “AsyncGPUReadback - NativeArray does not have read/write access” error is thrown when using the AsyncGPUReadback:RequestIntoNativeArray after scheduling a job

Reproduction steps: 1. Open the attached “BugRepro” project 2. Open the “Assets/Scenes/SampleScene.unity“ Scene 3. Enter the Play Mode 4. Select the “Job Tester” GameObject in the Hierarchy window 5. In the Inspector window, right-click click on Simple Array Job Tester(Script) and choose "Test Job" 6. Select the “Array Updater” GameObject in the Hierarchy window 7. In the Inspector window, rig…

Retrieved 2026-11-09
GraphicsFixUUM-102552
Fixed batch mode builds overwriting custom render queue settings in materials.
GraphicsFixUUM-147947
Fixed Graphics State Collection assets not reimporting when a shader they reference changes.
GraphicsFix
Fixed memory corruption when BC-compressed textures are decompressed on the CPU, such as when the GPU does not support the format, and a mip level is smaller than 4x4 or not a multiple of 4 in size.
GraphicsFixUUM-154799
Fixed slow render graph compilation in the Editor and in players with script checks enabled. Pass names longer than 61 bytes are no longer truncated in the Render Graph Viewer.
GraphicsFixUUM-154008
Fixed SystemInfo.supportsConservativeRaster returning false and conservative rasterization being unavailable on Vulkan on GPUs that report a maxExtraPrimitiveOverestimationSize of 0, such as AMD GPUs.
Linked bug report
UUM-143199: SystemInfo.supportsConservativeRaster evaluates to false when maxExtraPrimitiveOverestimationSize==0

How to reproduce: Create a new project using the “Universal 3D” template Change the graphics API to Vulkan in the Project Settings > Player Create a new MonoBehaviour script in the project with the code line “Debug.Log(SystemInfo.supportsConservativeRaster);” added to the Start() method of the MonoBehaviour class Create an empty GameObject in the Scene Hierarchy and add the newly created scrip…

Retrieved 2026-11-12
GraphicsFixUUM-143199
Fixed the Editor freezing during an asset import on Linux when running on OpenGL.
GraphicsFixLinux
Fixed Windows player crash when using Vulkan graphcis API on projects that repeatedly change display settings.
GraphicsFixWindowsUUM-154406
Runtime crash due to a malformed BatchDrawRange has been fixed.
GraphicsFixUUM-151686
Texture2D.ReadPixels and ScreenCapture could return stale data on AMD GPUs with Vulkan when graphics jobs were enabled and the GPU was busy.
GraphicsFixUUM-149529
URP Decals shader could rarely produce NaN values on Android platforms when sampling non-normal-map textures set as the Normal Map, especially visible as white flashes when in conjunction with other amplifying effects like Bloom.
Linked bug report
UUM-153167: XR Graphics: Quad view with decals and bloom effect causes white flashing

There are white flashes if using quad view + decals + bloom. Tested on Meta Quest 3. Repro: create a scene using decals and bloom or use attached project which is set up for this already configure project for Meta Quest make sure quad view is selected in the foveation feature settings build and run actual results: white flashes around the decals expected: no flashes

Retrieved 2026-11-10
GraphicsFixAndroidUUM-153167
Vulkan: Fixed a random crash caused by an invalid shader module when shaders were unloaded and reloaded with graphics jobs enabled.
GraphicsUUM-136086
SystemInfo.supportsParallelPSOCreation now correctly returns true on Android devices with a single core enabling parallel PSO creation.
GraphicsFixAndroidUUM-153032
Fix shadergraph compilation failure on uv4 input semantic differences.
HDRPFixUUM-153267
Fixed "Default" being added to some Enum Material properties
Linked bug report
UUM-134256: Changing “Mesh Decal Bias Type” to “Depth Bias” on Decal Simple material stays set to “Default” in Inspector window

Steps to reproduce: 1. Create new Unity project using High Definition 3D Template 2. Open Shader Graph Templates window (Project window > Create > Shader Graph > From Template) 3. Select “Decal Simple” Template and press “Create” 4. When created, press on “Decal Simple” Shader in Project window and convert it to the Material 5. Select newly created Decal Material in Project window 6. In Inspec…

Retrieved 2026-11-11
HDRPFixUUM-134256
Fixed a dark outline appearing around geometry against the sky when MSAA and a cloud layer are enabled.
Linked bug report
UUM-150911: A dark outline appears on mesh borders with sky background when MSAA is enabled

How to reproduce: 1. Open the attached "IN-151203_63hd.zip" project 2. Open the "SampleScene" 3. In the Project Settings, enable any MSAA mode (Edit -> Project Settings -> Graphics -> HDRP -> Multisample Anti-Aliasing Quality) 4. In Game view, observe the border between the background sky and the visible cube Actual result: A dark outline appears on the border between the mesh and the backgrou…

Retrieved 2026-11-10
HDRPFixUUM-150911
Fixed an issue where FSR2 upscaler resources leaked GPU memory each time HDRP rebuilt the render pipeline, for example after a quality level change.
HDRPFixUUM-154186
Fixed CoreCLR lifecycle management on various systems
HDRPFixUUM-147914
Fixed overlapping labels in the HDRP Quality Settings panel where quality level tags overlapped with asset names.
HDRPFixUUM-151061
Fixed shader compilation errors and incorrect base map results for TerrainLit Shader Graphs.
HDRPFixUUM-153008
Fixed the Disable Mip Caching tooltip in the Rendering Debugger so that it refers to the Texture Streamer and Mipmap Streaming instead of internal class names.
HDRPFixUUM-154139
Fixed warning in ScriptableRuntimeReflectionSystemSettings when re-entering play mode
HDRPFixUUM-150539
Fixed water surfaces that disappeared for a moment in the Editor when a scene had water surfaces with different band counts.
HDRPFixUUM-141715
Add WebGL ThreadPool::MainThreadScheduleBackgroundJob support
IL2CPPFixWebGL
Comparing a Type against a generic type definition such as typeof(List<>) in generic code could return the wrong result or fail to convert.
IL2CPPFix
Fixed a crash when calling GetType() through a boxed Nullable<T> that has no value, in generic code built with Faster (smaller) builds.
IL2CPPFixUUM-152751
Fixed Environment.WorkingSet being 0 on the WebGL target
IL2CPPFixWebGL
Fixed GC marking on InlineArray types.
IL2CPPFix
Fixed issue where memory from a thread object could be kept alive by the GC past its exit
Linked bug report
UUM-149541: Memory from the last exited managed thread is not freed when IL2CPP is used

How to reproduce: Open the attached project “IN-150912” Ensure that IL2CPP is selected as the Scripting Backend in “Project Settings → Player → Other Settings” Build and run the project Press ‘Space’ in the Player Observe the payload status text at the top of the Player Actual result: Payload 3 shows “alive = True” Expected result: Payload 3 shows “alive = False” Reproducible with: 6000.0.0f1,…

Retrieved 2026-11-10
IL2CPPFixUUM-149541
Fixed issue where RuntimeTypeHandle equality checks may fail.
IL2CPPFix
Fixed missing GC write barrier in Thread.VolatileWrite(ref object, object).
IL2CPPFixUUM-155582
Fixed rare C++ error that could cause compiler errors converting types at call sites
IL2CPPFixUUM-154470
Raise ArrayTypeMismatchException if invalid generic delegate is stored in covariant array.
IL2CPPFixUUM-155605
Fixed an edited text field displaying its uncommitted text on another element, and keystrokes reaching that element, when a list in an IMGUI inspector is partially scrolled.
IMGUIFixUUM-150677
Fixed an edited text field displaying its uncommitted text on another visible element when scrolling a list in an IMGUI inspector.
IMGUIFixUUM-150677
Fixed icons and text being clipped inside IMGUI controls at fractional display scales such as 150%.
IMGUIFixUUM-135622
Fixed IMGUI text drawing a few pixels past the borders of enclosing scroll views and containers when the text overflowed its control.
Linked bug report
UUM-150041: List item text in Import Activity window's Overview tab is clipping through the list border

Steps to reproduce: Open the attached project Open the Import Activity window (Window -> Analysis -> Import Activity) Dock the window next to the Game view In the Import Activity window's Overview section, scroll through the Most Dependencies and Longest Import Duration lists Observe the Item text at the bottom of the list Actual results: Item text is clipping through the List's border Expecte…

Retrieved 2026-11-10
IMGUIFixUUM-150041
Fixed IMGUI text fields, such as Transform values in the Inspector, sometimes showing another value's text (for example 0 and 1 swapped) while a window was being resized.
Linked bug report
UUM-147879: Transform property field values constantly swap between 0 and 1 when resizing the window

Steps to reproduce: 1. Create a new project 2. Add a “Cube” GameObject to the scene 3. Make sure its Scale is set to (1,1,1) 4. Make sure the Position and Rotation values are both set to (0,0,0) 4. Start resizing the Inspector from the left side, moving it back and forth 5. Observe the Transform component of the “Cube” GameObject Actual result: Position, Rotation and Scale values jump around f…

Retrieved 2026-11-11
IMGUIFixUUM-147879
Fixed long Editor tooltips, such as the backup confirmation toggle in Project Auditor, showing empty space to the right of their wrapped text.
IMGUIFixUUM-152749
Fixed text fields not scrolling to keep the cursor visible when typing text longer than the visible field width
Linked bug report
UUM-149213: Text field cursor does not follow the text when typing a long name in the Project window's rename mode

How to reproduce: 1. Create a new Unity project 2. In the Project window, select an asset and enter rename mode 3. Type a name long enough to exceed the width of the visible text field 4. Observe the text field while typing Expected results: The text field scrolls/follows the cursor so the currently typed character stays visible Actual results: The text field stays anchored at the start of the…

Retrieved 2026-11-10
IMGUIFixUUM-149213
Fixed the text cursor being vertically misaligned in an empty text field.
Linked bug report
UUM-145875: Caret is vertically misaligned on custom Editor windows when using GUI.TextField

Steps to reproduce: 1. Create a new project 2. Import the attached “EditorWindowTemp.cs“ script 3. Open Window → CaretBug 4. Click on the TextField Actual result: Caret is misaligned with the TextField Expected result: Caret is aligned properly Reproducible with: 6000.5.0a3, 6000.5.1f1, 6000.6.0b1, 6000.7.0a1 Not reproducible with: 6000.0.78f1, 6000.3.18f1, 6000.5.0a2 Reproducible on: macOS Se…

Retrieved 2026-11-09
IMGUIFixUUM-145875

Pick your Unity version

Unity Releases compares releases against the version your project is on. Picking it now keeps Compare versions focused on what changes between where you are and where you might be going.