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7000.0.0a11100 shown
Fixed USS filter functions with more than four arguments not applying; the extra arguments are now ignored and a warning is logged.
UI ToolkitFixUUM-155773
Fixed USS variables not working inside gradient background definitions.
UI ToolkitFixUUM-148506
Fixed UXML changes saved in UI Builder not appearing in the Game view for a Panel Renderer after Play mode was entered and exited.
Linked bug report
UUM-149762: Saved UI Document changes are not reflected in the Game view when Play mode has been entered and exited

Steps to reproduce: Create a new project using 3D URP project In the Hierarchy, create a Panel Renderer Create a new UI Document and assign it to Panel Renderer Component Open the .uxml in UI Builder Add any well visible element (e.g. Button) Save and observe the element appears in Game view Enter and exit Play mode Add another element, duplicate the same or make any visible change in UI Build…

Retrieved 2026-11-10
UI ToolkitFixUUM-149762
Fixed world-space UI Toolkit panels not responding to XR input in players when the application window loses focus.
UI ToolkitFixXRUUM-146634
Fixed SharedTableData.AddKey, ResourceTable.AddStringEntry, and DistributedUIDGenerator.MachineId rejecting or altering their input without reporting it.
UI ToolkitFixUUM-151776
Improved grid inspector layout in UI Toolkit inspector.
UI ToolkitFixUUM-153423
Improved performance of hash code generation in GetTransitionHashCode
UI ToolkitFixUUM-153205
Improved performance of Smart Strings plural and choose formatters.
UI ToolkitFixUUM-153944
Improved the performance of updating changed elements in large panels.
UI ToolkitFixUUM-156828
Templates created from the Hierarchy with "Create Template" could not be opened in the UI Stage after being selected.
UI ToolkitFixUUM-151369
UI Builder: Fixed the data source path completer popup in the binding window sometimes staying open after the window was moved.
UI ToolkitFixUUM-132416
Updated the inspector field in stage to match the existing renaming behavior.
UI ToolkitFixUUM-153274
Broadphase.Tree.Clone() now allocates node storage that is sized to its capacity rather than the source tree's Length. This fixes an OutOfRange error that may be observed when a full multi-threaded broadphase rebuild is performed on a densely-packed, cloned world.
Unity PhysicsFixUUM-157069
Fixed the behavior of the combine functions for converted materials so they match the built-in physics one. This change is opt-in and can be enabled from the Unity.Physics project settings pane.
Unity PhysicsFixUUM-132643
Fix a bug where having the material inspector and scene view on screen together causes error spam when using screen space reflections.
Fix a bug where reloading a scene would cause certain Blitter functions to stop working.
Fix a bug where URP attempts to use a stripped variant when using deferred rendering with additional light shadows disabled, but shadowmasks enabled.
Linked bug report
UUM-153600: Shader variant errors are thrown for every transparent draw in the Player when using Deferred rendering with a baked Mixed light and Additional Light Shadows disabled

Steps to reproduce: 1. Open the attached project "StrictVariantRepro.zip" 2. Open the "SampleScene" scene 3. Enter Play Mode and observe that the scene renders correctly 4. Open File > Build Profiles and make sure "Development Build" is enabled 5. Make sure "Strict Shader Variant Matching" is enabled in Player Settings 6. Build and Run the Windows Player 7. Open the Player.log and search for "…

Retrieved 2026-11-11
Fix MSAA error in the Rendering Debugger Motion Vector view
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
Fixed a bug where reloading a scene that contains embedded meshes causes Surface Cache GI to stop working.
Fixed a crash on some iOS devices when using the Forward+ rendering path with Render Scale not set to 1.
Linked bug report
UUM-151281: App freezes when m_RenderScale is set to 0.8 in the Mobile_RPAsset

How to reproduce: 1. Open the attached “3466405_Repro.zip” project 2. Build for iOS 3. In Xcode, navigate to Product → Scheme → Edit Scheme… 4. In the “Run” tab, go to “Diagnostics” and select “Shader Validation” under “Metal” 5. Deploy to a device 6. Observe the Xcode console Actual result: The app freezes and multiple errors appear in the Xcode console Expected result: The app runs without f…

Retrieved 2026-11-11
URPFixiOSUUM-151281
Fixed a macro redefinition warning in custom shaders that define REQUIRES_WORLD_SPACE_POS_INTERPOLATOR before including Core.hlsl.
Fixed a performance regression caused by redundant clears triggering full-screen quad draws when opaque pass is skipped
Fixed a performance regression when using per-light soft shadows quality.
Fixed a potentially uninitialized variable shader warning logged on Metal and Vulkan when using the Surface Cache GI renderer feature.
Fixed AlphaUpscaleHistory being allocated when Alpha Processing is disabled
Fixed an 'Ignoring duplicate keyword line' warning shown in the Inspector when selecting the URP FallbackLoading shader.
Fixed an assertion in the console when selecting the Render Deferred Lighting pass in the Frame Debugger.
Fixed an exception thrown after setting a camera's viewport rect to a near-zero size and back while alpha processing and a temporal upscaler were enabled.
Fixed an issue where the Render Pipeline Converter in batch mode reported animation clip conversions that failed with an exception as successful, which hid them from Project Auditor's remaining issues list.
Fixed blocky gaps at the edges of spot lights in Forward+ and Deferred+ when the light is attached to the camera.
Fixed custom shaders failing to compile and rendering magenta when calling ApplyTonemap or ApplyColorGrading from PostProcessing/Common.hlsl.
Fixed downsampled Screen Space Ambient Occlusion sampling normals and blue noise at texel corners, which made the result differ between GPUs
Fixed Editor flickering and blank windows when a camera's Output Texture is a Render Texture with Shadow Sampling Mode set to Compare Depths.
Linked bug report
UUM-155764: Editor flickers when a Camera's Output Texture is set to a Render Texture with Shadow Sampling Mode set to "Compare Depths"

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Create > Rendering > Render Texture and set its Shadow Sampling Mode to Compare Depths 3. Select Main Camera GameObject in Hierarchy window 4. Set Main Camera’s Output Texture to the Render Texture 5. Move mouse around the Editor Actual results: The Editor flickers, with Editor windows intermittently going blank Exp…

Retrieved 2026-11-12
URPFixWindowsUUM-155764
Fixed GC allocations in Surface Cache GI when many entities are spawned, destroyed, or change materials in the same frame.
Fixed incorrect normals and specular highlights on Shader Graph terrain materials in the Deferred and Deferred+ rendering paths, on terrains that need more than one splatmap.
Fixed incorrect wording in the Rendering Debugger warning shown when the STP upscaling filter is not enabled, which referred to a single debug view instead of multiple.
Fixed missing shadows on certain shadow casting point and spot lights, in scenes with a large number of lights using the Deferred renderer when Transparent Receive Shadows was enabled.
Fixed point and spot lights disappearing near screen edges and the camera near plane in Forward+ and Deferred+.
Fixed Project Auditor URP settings issues for Quality Levels naming the Quality Level instead of the assigned URP asset.
Fixed Screen Space Ambient Occlusion Renderer Feature error spam when tile-only mode is enabled.
Fixed scripts that subclass BaseShaderGUI failing to compile with error CS0122.
Fixed shader warnings that appeared on the URP Baked Lit shader.
Fixed Surface Cache GI repeatedly logging "BeginDrain without a matching EndDrain" assertions after an exception occurred during the surface cache world update.
Fixed Surface Cache GI throwing "SurfaceCacheEntityChangeBridge supports only a single consumer" exceptions when the renderer feature is used by more than one renderer.
Fixed Surface Cache Global Illumination only lighting part of the screen when the Render Scale is not 1.
Fixed Surface Cache Global Illumination producing incorrect or missing bounce lighting in player builds that use vertex compression.
Fixed terrain becoming progressively brighter in the Forward and Forward+ rendering paths when a Shader Graph terrain shader is used with more than four terrain layers.
Fixed terrain becoming progressively darker in the Deferred and Deferred+ rendering paths when a Shader Graph terrain shader is used with more than four terrain layers.
Fixed the 2D Renderer creating a depth and stencil buffer in players when Disable Depth and Stencil Buffers is enabled in Player Settings.
Linked bug report
UUM-150232: Black screen is shown when Bloom is active with 2D Renderer

Steps to reproduce: 1. Open the attached project “IN-149644” 2. Build and Run for iOS 3. Launch the app on iPhone 4. Observe the screen Actual result: The screen after the launch screen stays black Expected result: The screen after the launch screen has a blue background Reproducible with: 6000.3.0a1, 6000.3.21f1, 6000.5.7f1, 6000.6.0b7, 6000.7.0a4 Not Reproducible with: 6000.0.81f1, 6000.2.0b…

Retrieved 2026-11-10
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.
Fixed the Pixel Perfect Camera converter in the Render Pipeline Converter staying disabled and reporting the 2D Pixel Perfect package as not installed when it was installed.
Fixed the Project Auditor URP0001 issue message, which was garbled when no URP asset was assigned to a Quality Level, so it now names the Quality Level.
Fixed the Render Pipeline Converter defaulting its Target Pipeline to Universal Render Pipeline (2D Renderer) instead of Universal Render Pipeline (Universal Renderer).
Fixed UAL0010 and UAL0013 warnings in the script that Create > Scripting > URP Post-process Volume Scripts creates when domain reload is disabled.
Fixed _GBUFFER_NORMALS_OCT being defined in custom shaders that don't declare it.
Fixes a bug where seams appear on box projected reflection probes on platforms with half precision (mobile).
Linked bug report
UUM-141981: Seams are visible in reflective surfaces when using box projection in Android Build Profile

How to reproduce: 1. Open the ‘ReflectionSeam.zip' project using Android Build Profile 2. Open the 'test’ scene 3. Enter Play Mode 4. Observe the GameView Actual result: Seams are visible Expected result: Seams are not visible Reproducible with: 2023.1.0f1, 6000.0.75f1, 6000.3.15f1, 6000.4.7f1, 6000.5.0b8, 6000.6.0a5 Could not test with: 2023.1.0a1 (Unable to install Android Build Profile) Rep…

Retrieved 2026-11-09
Migrate SSAO settings into each quality level's volume profile
The Slope-Scale Depth Bias mode no longer produces shadow acne at low depth bias values or texel-aligned stripes on surfaces facing the light head-on. The slider now maps to a slope that never drops below the legacy mode's fixed slope, and a small fixed caster depth offset covers head-on receivers while the caster normal bias mode is active. The legacy mode is unchanged.
Fixed a crash in UnityYAMLMerge when merging a file with a malformed object header; the tool now reports the error and falls back to the configured text merge tool.
Version ControlFix
Allow renaming a category changing only the capitalisation
Linked bug report
UUM-151393: Cannot rename/change only the capitalisation of a property name when renaming a property in the Visual Effect Graph

Steps to reproduce: Create a new Unity project using the Universal 3D template Install the Visual Effect Graph package (com.unity.visualeffectgraph) Create a new Visual Effect Graph (Assets > Create > Visual Effects > Visual Effect Graph) Open the newly created Visual Effect Graph Create a new Color property with the default name by clicking the "+" button in the Blackboard Rename the "New Col…

Retrieved 2026-11-10
VFX GraphFixUUM-151393
Creating a property with a category name now works as expected instead of not showing the property
Linked bug report
UUM-151382: A new property whose default name matches a category title never appears in the blackboard until the graph is reopened

Steps to reproduce: Create a new Unity project using the Universal 3D template Install the Visual Effect Graph package (com.unity.visualeffectgraph) Create a new Visual Effect Graph (Assets > Create > Visual Effects > Visual Effect Graph) Open the newly created Visual Effect Graph Create a new Category named "New bool" by clicking the "+" button in the Blackboard Create a new Bool property by …

Retrieved 2026-11-10
VFX GraphFixUUM-151382
Fix "InvalidOperationException: Sequence contains more than one matching element" error thrown when creating a new Property with an existing attribute name
Linked bug report
UUM-151379: "InvalidOperationException: Sequence contains more than one matching element" error is thrown when creating a new Property while a category with name "Position" exists

Steps to reproduce: Create a new Unity project using the Universal 3D template Install the Visual Effect Graph package (com.unity.visualeffectgraph) Create a new Visual Effect Graph (Assets > Create > Visual Effects > Visual Effect Graph) Open the newly created Visual Effect Graph Create a new Category named "Position" by clicking the "+" button in the Blackboard Create a new Bool property by …

Retrieved 2026-11-10
VFX GraphFixUUM-151379
Fix depth collisions sliding
VFX GraphFixUUM-99470
Fixed a GPU crash or corrupted rendering with sorted Visual Effect Graph outputs when some instances of an effect were outside a camera's view, especially with several cameras.
VFX GraphFixUUM-149758
Fixed a subgraph operator output property with a Range mode which could not be expanded and whose port was invisible until an edge was dragged to it.
VFX GraphFixUUM-153543
Fixed numeric fields being dirtied when their labels are clicked on.
VFX GraphFixUUM-151050
Fixed renaming a category will move its position to the end of the list when saving
Linked bug report
UUM-151383: When renaming a category in the Blackboard the category stays in the same order but when the Graph is saved the category moves/reorders to the bottom

Steps to reproduce: Create a new Unity project using the Universal 3D template Install the Visual Effect Graph package (com.unity.visualeffectgraph) Create a new Visual Effect Graph (Assets > Create > Visual Effects > Visual Effect Graph) Open the newly created Visual Effect Graph Create 3 new Categories by clicking the "+" button in the Blackboard Rename the first Category (top of the list) O…

Retrieved 2026-11-10
VFX GraphFixUUM-151383
Fixed the VFX Graph Discussions link in the Visual Effect Graph window opening a missing page.
VFX GraphFixUUM-154090
Fixed the Visual Effect Graph shader compilation preferences leaving visual effects compiled with the previous setting when the recompilation prompt was declined.
VFX GraphFix
Renaming a Category to a reserved name now logs an error message instead of failing silently
Linked bug report
UUM-151381: Renaming a Category to “Attributes” reverts to the default category name but does not throw any error or warning as to why

Steps to reproduce: Create a new Unity project using the Universal 3D template Install the Visual Effect Graph package (com.unity.visualeffectgraph) Create a new Visual Effect Graph (Assets > Create > Visual Effects > Visual Effect Graph) Open the newly created Visual Effect Graph Create a new Category named "Attributes" by clicking the "+" button in the Blackboard Observe the Blackboard and t…

Retrieved 2026-11-10
VFX GraphFixUUM-151381
SDF baker: Prevent writing out of bounds past the triangleIDs buffer when a mesh exceeds the triangle list size estimate
Linked bug report
UUM-152713: MeshToSDFBaker writes out of bounds past the triangleIDs buffer when a mesh exceeds the triangle list size estimate

Steps to reproduce: 1. Open the attached user's project "IN-150840_SdfBakerOobRepro.zip" 2. Download the "SdfBakerRepro.cs" script and attach it to "GameObject" in the Hierarchy (Remove "SdfBakerOobRepro" component) 3. Set the "Mode" of the attached component to "Defect 3 only" 4. Set Player Settings > Other Settings > Graphics APIs for Windows to Vulkan only 5. Build a Windows standalone Play…

Retrieved 2026-11-10
VFX GraphFixUUM-152713
SDF baker: Prevent writing out of bounds past the voxel grid when a mesh face lies exactly on the bake box boundary
Linked bug report
UUM-152711: MeshToSDFBaker writes out of bounds past the voxel grid when a mesh face lies exactly on the bake box boundary

Steps to reproduce: 1. Open the attached user's project "IN-150840_SdfBakerOobRepro.zip" 2. Download the "SdfBakerRepro.cs" script and attach it to "GameObject" in the Hierarchy (Remove "SdfBakerOobRepro" component) 3. Set the "Mode" of the attached component to "Defect 2 only" 4. Set Player Settings > Other Settings > Graphics APIs for Windows to Vulkan only 5. Build a Windows standalone Play…

Retrieved 2026-11-10
VFX GraphFixUUM-152711
Make VideoPlayer_TimeReference_Works pass by fixing the way we detect when to run loopPointReached.
VideoFixUUM-148456
Fixed exporting visionOS Xcode project fails after disabling Symlink Sources.
VisionOSFixUUM-154567
Added warnings when scripted change to maximum memory size results in memory size clamping or switch to WebAssembly 2023 target
Linked bug report
UUM-151511: WebGL.maximumMemorySize can report a value above 16384 when set using PlayerSettings.WebGL.maximumMemorySize

How to reproduce: 1. Open the attached “IN-151231_mms” project 2. In the toolbar, select Repro → Set Max Memory 20000 3. In the toolbar, select Repro → Check WebGL Max Memory 4. Observe the Console window Actual result: A debug log is thrown that reads “PlayerSettings.WebGL.maximumMemorySize reads back: 20000” Expected result: A debug log is thrown that reads “PlayerSettings.WebGL.maximumMemor…

Retrieved 2026-11-10
Fix Mouse and Touchscreen being registered on Input System startup when not present
Fixed bug where building a WebGL player with both WebAssembly 64 and multithreading enabled would not fail early.
Linked bug report
UUM-151065: Build fails with an internal build system error instead of a validation error when threadsSupport is combined with Wasm64

How to reproduce: Extract the attached “IN-151229“ project Open a Terminal in the project’s directory Run the following command: & "<Path to Editor.exe>" -batchmode -projectPath "<project directory>" -buildTarget WebGL -executeMethod Repro.Run -logFile "<project directory>/repro.log" Wait for the building process to end Open and observe the contents of repro.log Actual result: An Internal buil…

Retrieved 2026-11-10
WebFixWebGLUUM-151065
Fixed Compass permission request to originate from a user gesture to work properly on Safari.
In Web builds that use AudioMixers, some audio errors were previously firing, and have now been resolved.
Fixed a bug where two views of the same WebGPU device filter became out of sync, resulting in an ArgumentOutOfRangeException exception.
WebGLFixUUM-153928
Fixed Screen.dpi returning 96 instead of the display's DPI in Web builds when the matchWebGLToCanvasSize template setting was disabled.
WebGLFix
Fixed WebGL builds reporting an incorrect Screen.currentResolution when the matchWebGLToCanvasSize template setting was disabled.
WebGLFixUUM-133885
Removed verbose log messages triggered when adding elements to a WebGPU device filter.
WebGLFixUUM-153805
WebGPU fix for incorrectly mapped ASTC sRGB formats.
WebGLFixUUM-154502
WebGPU: improve memory usage of uniform buffers and dynamic vertex buffers
WebGLFixUUM-152972
[WebGPU] improve cacheability of shaders by not including source location in the compiled shader.
WebGLFixUUM-151724
Added DisplayInfo.RegisterLayoutChangedCallback and DisplayInfo.UnregisterLayoutChangedCallback, which notify the application when a display is connected, disconnected or reconfigured.
WindowsFix
Fixed a crash on Windows when the Editor ran in batch mode and could not create its main window.
Linked bug report
UUM-153339: Crash on mono_gc_dirty when creating the main window during batch-mode Editor startup

A recurring crash issue in the Unity Editor has been observed without user reports Reproducible with versions: 6000.3.2f1-6000.3.23f1, 6000.6.0f1, 6000.7.0a5 (Sentry data) Reproducible on: Windows 10, Windows 11 Notes: Not reproduced by CQA Sentry only collects data for Windows crashes, so we are not able to determine if the issue is reproducible on other environments First few lines of StackT…

Retrieved 2026-11-11
WindowsFixUUM-153339
Fixed a top-level menu returning to the wrong position in the menu bar after being removed and restored.
WindowsFix
Fixed Auto Graphics API being disabled and the graphics API list being forced to Direct3D11 when opening a project that has no recorded Editor version.
WindowsFixUUM-147208
Fixed display activation failing after introducing the GameWindow API
Windows
Reduced size of Windows builds.
WindowsFixUUM-153350
Removed extraneous files under CoreCLR\native in builds when using Create Visual Studio solution build setting.
WindowsFixUUM-156109
Fixed an issue where URP scenes rendered black on Meta Quest 2 with Vulkan and MSAA, for example scenes with decals and no transparent objects.
Fixed incorrect "!" icon displayed in XR Plug-in Management Help Box, while in Light Mode
Fixed Quad Views motion vector reuse optimization for Application SpaceWarp to correctly handle eye-tracking on capable platforms, avoiding jittering artifacts in the inset region.
Fixed SubsystemWithProvider.Start not throwing an ArgumentNullException when called after the subsystem was destroyed, which restarted the destroyed provider.
Linked bug report
UUM-151411: SubsystemWithProvider.Start returns without throwing an exception when it is called after the subsystem has been destroyed

How to reproduce: Open the attached "IN-151360" project In the menu bar, select "Bug Repro" > "Start Subsystem After Destroy" Observe the Console Actual result: The "Start" call on the destroyed subsystem returns without throwing an exception Expected result: The "Start" call throws a NullArgumentException, as documented in the "SubsystemWithProvider" Scripting API ("Once a subsystem is Destro…

Retrieved 2026-11-11
Legacy Input Helpers: Fixed compiler warnings when this package is imported into Unity 7.
XRFix

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