Clear
Filters
251,901 matches
6000.7.0b8100 shown
Fixed an issue where selecting the currently set APV baking set in the Lighting / Adaptive Probe Volume / Current Baking Set property did not function.
Linked bug report
UUM-145389: APV data becomes incorrect when reselecting the currently active Baking Set

Steps to reproduce: Open the “IN-143603” project Open the “APV_TestScene” scene Open the Lighting window: Window > Rendering > Lighting Go to the Adaptive Probe Volumes tab Press Generate Lighting and wait until it finishes Select the Baking Set that is already currently active from the Current Baking Set field Observe the lighting Actual result: The APV/GI lighting becomes incorrect Expected …

Retrieved 2026-11-09
Fixed an issue with punctual light sample index clamp in Surface Cache path tracing.
Linked bug report
UUM-147818: Incorrect punctual light index clamp when sampling lights in PathTracing.hlsl

How to reproduce: Create an empty URP project and open it In the Project tab, type “PathTracing” in the Search bar In the Project tab, next to the “Search”, click “In Packages” among other scope options In the Project tab find the document “Packages/com.unity.render-pipelines.core/Runtime/Lighting/SurfaceCache/PathTracing.hlsl” and open it in the code editor Go to 147th line of code and observ…

Retrieved 2026-11-10
Fixed case of the Static Batching message box in the Surface Cache Global Illumination Renderer Feature inspector not matching the icon size and text alignment of the other message boxes.
GIFix
Fixed cone spot shadows missing with camera-relative culling.
Linked bug report
UUM-147026: Cone Spot Light does not cast shadows when Camera-Relative Culling Shadows is enabled

Steps to reproduce: Open the attached “IN-148001“ project Open the OutdoorsScene Select the “Spot Light” GameObject in the Scene or Hierarchy Change the spot light type from Area to Spot Go to Project Settings > Graphics and enable Camera-Relative Culling: Shadows Observe the spot light shadows in both Scene and Game views Actual result: The Cone-shaped spot light does not cast shadows when Ca…

Retrieved 2026-11-10
Fixed crash when baking lighting for a scene placed in StreamingAssets.
Linked bug report
UUM-149240: Crash on _platform_memcmp when baking lighting in a Scene stored in the StreamingAssets folder

How to reproduce: Create a new project using the “Universal 3D” template In the Project window, create a new folder called “StreamingAssets” Create and open a new Scene in the “StreamingAssets” folder In the Hierarchy, right click and select “Light → Reflection Probe” In the Inspector, under the “Reflection Probe” component click “Bake” Observe the crash Reproducible with: 6000.0.11f1, 6000.0.…

Retrieved 2026-11-09
Fixed Editor crashes when building a GPU BVH from an empty primitive span or with a maxLeafSize of 0.
Linked bug report
UUM-154597: Crash on GpuBvh.Build when GpuBvhBuildOptions.maxLeafSize is 0 or when the primitive span is empty

Steps to reproduce: Open the attached project Select Bug > "Control - valid options and 8 primitives". The Console shows "CONTROL OK - built 96 nodes" and the Editor is fine. Select Bug > "Crash A - default-constructed GpuBvhBuildOptions". The Editor dies. Reopen the project, then select Bug > "Crash B - empty primitive span, valid options". It dies again, on a different stack. Actual result: …

Retrieved 2026-11-10
Fixed Global Illumination APV task left Not Responding on cancel.
Linked bug report
UUM-144776: Global Illumination Task becomes Not Responding when quickly cancelling Adaptive Probe Volume Baking

Steps to reproduce: Open the attached Project In the "BakeProbeScene" Scne select the Adaptive Probe Volume Game Object In the Inspector in quick succession click the "Bake Probe Volumes" Button a couple times to quickly Bake and Cancel Observe the GI Background Task Actual results: The GI Background Task is not responding Expected results: The GI Background Task is cancelled successfully Repr…

Retrieved 2026-11-09
Fixed light baking failing when the only Global Illumination contributors in a scene had no materials assigned.
Fixed Lighting window "New" creating assets in immutable folders.
Fixed MissingComponentException for MeshRenderers without a MeshFilter.
GIFix
Fixed nullptr PPtr error changing reflection resolution with null skybox.
Fixed objects whose lightmap UVs collapse to a point or a line being removed from baked lighting with an "Instance with invalid UV bounds was removed" warning.
Fixed objects without valid lightmap UVs being removed from baked lighting with an "Every triangle in the Mesh UV layout has zero area" warning.
Linked bug report
UUM-148666: 'Every triangle in the Mesh UV layout has zero area' warning is thrown in the Console when baking lighting in a scene with a model that does not have UV2 unwrapped

How to reproduce: 1. Open the attached "IN-148577_AStarVizIssue.zip" project 2. Open the “OutdoorsScene” 3. Go to the Lighting tab 4. At the bottom of the Lighting tab, press "Generate Lighting" 5. Observe the Console Actual result: Warning messages are thrown in the Console: 'Every triangle in the Mesh UV layout has zero area' Expected result: No warning messages are thrown Reproducible with:…

Retrieved 2026-11-09
Fixed shader compiler warnings shown in the Inspector when selecting the Adaptive Probe Volumes VoxelizeScene shader.
Fixed 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 Surface Cache geometry rendering incorrectly after many meshes were added to the scene.
GIFix
Fixed the custom environment reflection cubemap being forgotten when changing Source in the Lighting window.
Fixed the Scenes in Baking Set list in the Lighting window so that a scene can be added again after undoing its addition, and so that removing a scene can be undone.
Linked bug report
UUM-147477: Cannot re-add a scene to the “Scenes in Baking Set” list in the Lighting window when adding a scene and then pressing the undo shortcut

Steps to reproduce: Create a new Unity project using the Universal 3D template Open the Lighting window (Window > Rendering > Lighting) Open the Adaptive Probe Volumes tab in the Lighting window Click the "Open" button in the Adaptive Probe Volumes tab Change Light Probe System to "Adaptive Probe Volumes" Change Baking Mode to "Baking Set" Remove the SampleScene in the "Scenes in Baking Set" l…

Retrieved 2026-11-10
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.
Fixed the Windows Editor failing to start when the Microsoft Visual C++ 2010 runtime is not installed; the CPU Progressive Lightmapper now reports that it is unavailable instead.
GIFixWindowsUUM-149122
Move SurfaceCache debug settings to the Rendering Debugger.
GIFix
Refactored MaterialGlobalIlluminationFlags and emissive material settings to reflect how we expect the user to use the flags.
Skip APV sampling when MeshRenderer.lightProbeUsage is Off in URP.
When the Screen Space Reflection renderer feature in URP is not present on the active renderer asset, the SSR volume override now displays a warning InfoBox with an "Open" button that selects the active renderer asset.
GIFix
A visualization context will now restore itself on window reopen.
Graph ToolkitFixUUM-152695
Changed orientation blackboard variable and node foldouts to face right instead of left.
Linked bug report
UUM-139425: Left-facing foldout arrow is shown after the label when Graph Toolkit variables are collapsed

Steps to reproduce: Create a new URP project Open any graph or the attached "Sample Graph.cs" Add any variable to the Blackboard Observe the arrow next to the variable Actual results: The collapsed row shows a left-facing foldout/expand arrow Expected results: A collapsed variable shows a foldout arrow that clearly indicates it can be expanded, such as a right-facing arrow, matching common Uni…

Retrieved 2026-11-09
Graph ToolkitFixUUM-139425
Expose Frame selection and Disconnect All Transitions shortcuts in the state's contextual menu.
Graph ToolkitFix
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 characters typed with an IME, such as Korean or Japanese, were duplicated in string fields on Graph Toolkit nodes.
Graph ToolkitFixUUM-130669
Fixed an issue where converting a List or Array variable node to a constant reset its values.
Graph ToolkitFixUUM-139307
Fixed an issue where short portal names were cut off because the portal node did not keep a minimum width.
Graph ToolkitFixUUM-133912
Fixed bug where GraphLogger messages would be logged twice.
Graph ToolkitFixUUM-151632
Fixed bug where opening a subgraph for the first time would not always frame its contents.
Linked bug report
UUM-131387: Graph view is not centered when opening a local subgraph for the first time

Steps to reproduce: Download and import the attached "gtk-subgraph-centering.unitypackage" Create and open a graph (Assets > Create > Graph > Basic Graph) Create a node Create a subgraph from the node Open the subgraph Actual results: The contents of the subgraph is positioned somewhere north-west of the center of the window Expected results: The contents of the subgraph is positioned in the c…

Retrieved 2026-11-09
Graph ToolkitFixUUM-131387
Fixed case of an error erroneously appearing on ports when Graph.IsConnectionAllowed was overridden to permit connections between incompatible types. CheckNodeErrors now delegates type validation to CanAssignTo, consistent with how connection creation already behaves.
Graph ToolkitFixUUM-150703
Fixed Copy/Paste of values in fields inside of nodes.
Graph ToolkitFixUUM-151929
Fixed IPort.Name returning null for some variable node ports, which caused name-based IsConnectionAllowed rules to throw a NullReferenceException.
Graph ToolkitFixUUM-151603
Fixed options and ports TrySetValue with Enum.
Linked bug report
UUM-146236: INodeOption.TrySetValue does not set the value when the type is an Enumeration

Steps to Reproduce: 1. Open the attached “GTK Test Issues.zip” project 2. Open the "TestGraph" graph 3. Modify “Option 1” on IntegerNode 4. Observe that “Option2” is changed to match 5. Modify “Option 1” on EnumNode 6. Observe “Option 2” on the EnumNode Actual Result: The value of “Option 2” is not set on EnumNode Expected Result: “Option 2” is set to match “Option 1” on the EnumNode Reproduci…

Retrieved 2026-11-09
Graph ToolkitFixUUM-146236
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
Session.GraphView is now always resolved on access instead of fetching a cached copy. This fixes bugs related to accessing an outdated graph view through the session.
Graph ToolkitFixUUM-151202
The collapse button of a node with options is now enabled even when all the ports are connected. This allows pressing the collapse button to collapse the node just like it was possible by choosing Toggle Collapse or using Shift+Ctrl+O.
Linked bug report
UUM-150163: "Collapse Node" arrow is disabled when node can still be collapsed via Toggle Collapse or Shift+Ctrl+O

How to reproduce: Open the attached “IN-150819” project Create a new Graph (Create → Graph Toolkit Test → Simple Graph) Double-click the created Graph In the Graph canvas right-click, press “Add Node” and add “BugReproNode” node Connect Output_Default to any variable Note that the “Collapse Node” arrow is greyed out Right-click the “BugReproNode” node and choose “Toggle Collapse” (or use Shift…

Retrieved 2026-11-10
Graph ToolkitFixUUM-150163
Added warning when the specified Keyword Declaration Override does not match any Keyword Declaration in the project.
GraphicsFixUUM-151445
Added IEquatable<T>, GetHashCode, and equality operators to Resolution and RefreshRate, to avoid GC allocations when comparing them or using them as Dictionary keys.
GraphicsFixUUM-146197
Allow On Tile Post Processing feature only on the Universal Renderer.
Linked bug report
UUM-148038: Adding "On Tile Post Processing" Renderer Feature to a Renderer2D asset spams “NullReferenceException” and “ProfileEvent” mismatch errors in the Console when Scene view is open

Steps to reproduce: 1. Create a new Unity project using the Universal 2D Template 2. In the Project window, select the Renderer2D asset (Renderer2D.asset) 3. In the Inspector, click Add Renderer Feature and add the On Tile Post Processing 4. Renderer Feature 5. Make sure the Scene view window is open and visible 6. Observe the Console window Actual results: Errors are spammed in the Console wi…

Retrieved 2026-11-09
GraphicsFixUUM-148038
Changed to staticShadowCaster now update properly with GRD enabled.
Linked bug report
UUM-140724: Renderer.staticShadowCaster changes do not affect shadows when GPU Resident Drawer is enabled in URP

Reproduction steps: 1. Open the attached "IN-139778_UnityBugRepo3.zip" project 2. Open the "Assets/StaticShadowCasterNotWork/StaticShadowCasterNotWork.unity" scene 3. Enter Play Mode 4. In the on-screen UI in top-left corner, enable the Status toggle 5. Click "Set StaticShadowCaster" 6. Observe the scene shadows (no change) 7. Click “Set StaticShadowCaster 2” 8. Observe the scene shadows again…

Retrieved 2026-11-09
GraphicsFixUUM-140724
Fixed a crash in DirectX12 Split Graphics Jobs when using RayTracing.
GraphicsFixUUM-145956
Fixed a crash when baking occlusion culling for large scenes.
Linked bug report
UUM-143361: Crash on Umbra::Task::writeTomeToFile when baking Occlusion Culling in a scene containing a large amount of GameObjects with Mesh Renderers

How to reproduce: 1. Open the attached “IN-143947“ project 2. Open the “test“ scene (Assets/Scenes) 3. Open the Occlusion window (Window > Rendering > Occlusion Culling) 4. In the Occlusion window, click “Bake“ 5. Wait until the baking reaches around 10% completion 6. Observe the crash Reproducible with: 6000.0.0f1 (4ff56b3ea44c), 6000.0.76f1, 6000.3.16f1, 6000.4.9f1, 6000.5.0b10, 6000.6.0a6 R…

Retrieved 2026-11-09
GraphicsFixUUM-143361
Fixed a crash when calling Graphics.CreateGraphicsFence or CommandBuffer.CreateGraphicsFence with an undefined GraphicsFenceType value.
GraphicsFixUUM-151166
Fixed a crash with occlusion culling in scenes with a very large number of occludees.
GraphicsFixUUM-135920
Fixed a device freeze on Midgard Mali GPUs when Blit Type was set to Auto.
GraphicsFixUUM-149414
Fixed a GPU driver crash on ARM Mali-G68 devices caused by log2 using relaxed precision in SPIR-V.
Linked bug report
UUM-137912: App crashes when Volume Depth of Field is set to "Bokeh" while using Vulkan Graphics API

How to reproduce: 1. Open the attached “CrashReproSamsungA25.zip” project 2. Build and run for Android 3. Observe the app Actual result: App crashes on launch Expected result: App launches without a crash Reproducible with: 2023.1.0a5, 6000.0.71f1 (907bc2d768b5), 6000.3.12f1, 6000.4.1f1, 6000.5.0b1 (c1f81ff5b082), 6000.6.0a1 (7dc703ab9bd8) Reproducible on: macOS 15.3.2 (24D81) (M1 Max) Not rep…

Retrieved 2026-11-09
GraphicsFixUUM-137912
Fixed a GPU hang on Metal that could occur when a compute shader requested a larger thread group than the graphics pipeline supports (for example, High Quality Line Rendering on some Intel GPUs).
GraphicsFixUUM-147457
Fixed a URP performance regression on OpenGL ES devices where the maximum number of additional lights was forced from 16 to 32.
GraphicsFixUUM-148728
Fixed a NullReferenceException thrown by DynamicLightController in the URP sample template Garden scene when the component's Awake() ran in the Editor before the runtime-only light manager list was initialized.
Linked bug report
UUM-145743: NullReferenceException is thrown when opening GardenScene in URP 17.3.0 sample

How to reproduce: Create a new project and select the "Universal 3D sample" template and ensure the template version is 17.3.0 Open the Garden scene (Assets/Scenes/Garden/GardenScene) Observe the Console errors Actual Result: NullReferenceException is thrown immediately after opening the scene Expected Result: The scene loads successfully without any errors in the Console window Reproducible w…

Retrieved 2026-11-09
GraphicsFixUUM-145743
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 assertion for out-of-bounds memory access when GPU Resident Drawer instancing is enabled, Burst compilation is disabled, and a Mesh Renderer has more material slots than submeshes.
Linked bug report
UUM-147082: "AssertionException: Assertion failure. Value was False" error is thrown when adding a Material to the Mesh Renderer Component in the Player 2 window

Reproduction steps: 1. Create a new project 2. Install Multiplayer Play Mode package (Window > Package Management > Package Manager) 3. Open the Play Mode Scenarios window (Window > Play Mode > Scenarios), add a new Scenario and an additional Editor Instance 4. Select the newly created Scenario as the active Scenario and enter Play mode 5. Enable Hierarchy and Inspector windows in the Layout m…

Retrieved 2026-11-10
GraphicsFixUUM-147082
Fixed an issue that could cause memory leak warnings, primarily on macOS, while Unity processed shader jobs with GPU Resident Drawer enabled.
Linked bug report
UUM-140185: Memory leak warnings are thrown when Dynamic Resolution is enabled with HDRP Fullscreen Samples scene opened

Steps to reproduce: Create a new Unity project using the High Definition 3D template Open the Package Manager window (Window > Package Management > Package Manager) Select the High Definition Render Pipeline package Click on the Samples tab Import Fullscreen Samples Open the "Assets/Samples/High Definition Render Pipeline/17.4.0/Fullscreen Samples/Scenes/Fullscreen Samples.unity" scene Open Pr…

Retrieved 2026-11-09
GraphicsFixmacOSUUM-140185
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 issue where Vulkan Player would not respect the value of 'PlayerSettings.vulkanNumSwapchainBuffers' and instead use a fixed count of 3 swapchain buffers.
GraphicsFixUUM-148724
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 crash in RenderTarget::SetActive when Asset import is triggered, and the camera's target buffers were set using Camera.SetTargetBuffers.
Linked bug report
UUM-148003: Crash on RenderTarget::SetActive when triggering an asset import in Play mode with a camera rendering to multiple render targets

How to reproduce: 1. Open the attached “IN-148522” project 2. Open the “CardTest” scene 3. Enter Play mode 4. Navigate to “Assets” > “V7” > “Materials” 5. Click the “EmissiveBlack” material 6. Press ctrl+D 7. Observe the crash Reproducible with: 6000.0.10f1, 6000.0.80f1, 6000.3.21f1, 6000.5.6f1, 6000.6.0b6, 6000.7.0a3 Reproduced on: Windows 11 Not reproduced on: No other environment tested Fir…

Retrieved 2026-11-11
GraphicsFixUUM-148003
Fixed 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 Graphics.RenderPrimitives and Graphics.DrawProcedural crash with MeshTopology.Quads when Graphics Jobs are enabled.
Linked bug report
UUM-141117: Crash on GfxDeviceClient::AllocateBufferInternal when entering Play mode using Graphics.RenderPrimitives and Graphics.DrawProcedural in the scene

Reproduction steps: 1. Open the attached "IN-140052_Repro" project 2. Open scene "OutdoorsScene" 3. Enter Play mode Expected result: The Editor enters Play mode and the methods run as expected Actual result: The Editor crashes Reproducible with: 2023.3.0b5, 6000.0.74f1, 6000.3.14f1, 6000.4.5f1, 6000.5.0b6, 6000.6.0a4 Not reproducible with: 2023.3.0b4 Oldest version checked for regression: 2023…

Retrieved 2026-11-09
GraphicsFixUUM-141117
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 misaligned warning icon in shader Inspector.
GraphicsFixUUM-154699
Fixed missing objects and shadows in Quad Views with camera stacking.
GraphicsFixUUM-150107
Fixed reflection probes intermittently missing in URP on some Vulkan Android devices.
GraphicsFixAndroidUUM-155930
Fixed rendering issues on XR when dynamic resolution is enabled with an injected RenderObjects pass.
Linked bug report
UUM-142592: Using URP dynamic resolution has the wrong viewport when using DrawRenderObjects pass.

Description When using URP Dynamic Resolution on XR with no intermediate passes the viewport is not in the correct rect when using the DrawRenderObjects pass Initial setup Use the following project (too big to be added here) [Internal link] Reproduction steps Create an empty URP project Disable post processing from the camera Enable URP post processing in the main camera Add OpenXR plugin and …

Retrieved 2026-11-09
GraphicsFixXRUUM-142592
Fixed shader compilation failure while using UNITY_DISPLAY_ORIENTATION_PRETRANSFORM with Adreno devices.
GraphicsFixUUM-145641
Fixed SSAO rendering incorrectly in the right eye when using single-pass multiview XR (Vulkan / OpenGL ES).
GraphicsFixXRUUM-142984
Fixed SystemInfo.supportsConservativeRaster returning false and conservative rasterization being unavailable on Vulkan on GPUs that report a maxExtraPrimitiveOverestimationSize of 0, such as AMD GPUs.
GraphicsFixUUM-143199
Fixed the Adaptive Probe Volume Samples fields accepting typed values above the slider maximum.
GraphicsFixUUM-148224
Fixed the help box under "Preferred Graphics Jobs Filters" in the D3D12 Device Filter Inspector being too small and cutting off its text.
Linked bug report
UUM-134259: HelpBox layout in “D3D12 Device Filters” Inspector is compressed, causing content to be cut off

Steps to reproduce: Create a project Go to "Assets" -> "Create" ->"Rendering" -> "Device Filters" ->"D3D12 Device Filter" Select the asset to view it in the Inspector Expand the "Preferred Graphics Jobs Filters" section Observe the displayed help box Actual results: Help box section is compressed. Some information is cut off. Expected results: Help box section is compressed. Some information i…

Retrieved 2026-11-09
GraphicsFixUUM-134259
Fixed the right eye in XR multi-pass selecting different LODs than the left eye when using camera stacking.
GraphicsFixXRUUM-157818
Fixed URP mixing MSAA sample counts for overlay UI textures.
GraphicsFix
Fixed URP reflection probes rendering black on some Vulkan Android devices.
GraphicsFixAndroidUUM-154967
Fixed Vulkan rendering artifacts on Mali GPUs with some renderpass/subpass configurations.
Linked bug report
UUM-147578: Rendering corruption on ARM Mali GPU when using shader with FrameBuffer and DepthTexture with Vulkan API

Steps to reproduce: 1. Open the attached project: “IN-148395” 2. Build the application for an Android 3. Install and open the Player on an Android Actual Result: Rendering corrupted with white square artifacts Expected Result: Rendering doesn’t have white square artifacts Reproducible with: 6000.0.0f1, 6000.0.79f1, 6000.3.20f1, 6000.5.4f1, 6000.6.0b4, 6000.7.0a2 Built on: Tahoe 26.5 (M1 Max) N…

Retrieved 2026-11-11
GraphicsFixUUM-147578
Graphics Settings - "Import from current scene" action is not added to the undo list.
Linked bug report
UUM-148881: "Import from current scene" action is not added to the undo list in the Graphics settings

How to reproduce: 1. Create a new Unity project 2. Go to Edit -> Project Settings -> Graphics 3. Set the "Lightmap Nodes" to "Custom" 4. Click "Import From Current Scene" 5. Undo the action and observe the results Expected results: The "Lightmap Nodes" field remains at "Custom" and the checkboxes are undone Actual results: The "Lightmap Nodes" field changes to "Custom" Reproducible with: 6000.…

Retrieved 2026-11-09
GraphicsFixUUM-148881
Notify ObjectDispatcher when MeshRenderer LocalAABB changes.
Linked bug report
UUM-147452: Editing a ProBuilder shape's geometry doesn't update the Scene view selectable area when GPU Resident Drawer is enabled

How to reproduce: Open the attached "IN-147397_6000.5.4f1" project In the Scene view in Toolbox, select “Create cube” Create a cube in the Scene In the bottom-right corner of the Scene view click on “Shape properties” under “Shape Settings” Change the “Size” of the “Cube” GameObject Select the “Move Tool” in Toolbox Click on empty space on the Scene to deselect the “Cube” GameObject Click on t…

Retrieved 2026-11-10
GraphicsFixUUM-147452
Quality Settings - Adding elipsis for default platform and Quality Level Header for quality levels with very long names.
Linked bug report
UUM-148889: Long Quality Level names are not truncated in the Platform menu under the Quality settings

How to reproduce: 1. Create a new Unity project 2. Go to Edit -> Project Settings -> Quality 3. Add or rename a layer to have a long name 4. Open the Platform menu and observe the results Expected results: The name is truncated Actual results: The name is not truncated Reproducible with: 6000.0.81f1, 6000.3.21f1, 6000.5.7f1, 6000.6.0b7, 6000.7.0a4 Reproducible on: macOS Tahoe 26 (M1) Not repro…

Retrieved 2026-11-10
GraphicsFixUUM-148889
Quality Settings - Show confirmation dialog when RP asset changes betwen quality levels when changing current quality.
GraphicsFixUUM-146325
Resolved an issue when using Vulkan on Windows with Split Graphics Jobs where null could be inserted into a cache, resulting in DrawCalls trying to draw to a closed Command Buffer, causing a crash.
GraphicsFixWindowsUUM-132307
ShadowCaster objects using the Renderer Shader User Value now render correct shadows when the value changes at runtime. Previously the shadow caster reused the rendering layer value from the last non-shadow draw unless the SRP Batcher path was active.
GraphicsFixUUM-137149
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
[Android] Fixed frame pacing settling on an incorrect frame rate on variable refresh rate (VRR) displays.
GraphicsFixAndroidUUM-95307
[Android] Fixed the frame rate not matching the requested rate when OnDemandRendering.renderFrameInterval was greater than 1.
GraphicsFixAndroidUUM-68029
Screen.currentBackbufferMSAASamples on Android Vulkan now correctly returns the MSAA sample value of the back buffer.
GraphicsFixAndroid
ScriptableRenderContext draws that use only SortingCriteria.OptimizeStateChanges no longer produce more SRP batches than SortingCriteria.RenderPriority for scenes that mix MeshRenderer and SkinnedMeshRenderer objects sharing a material. Previously the sort split these renderers into separate groups by renderer type, breaking SRP batches that the batcher would otherwise coalesce.
Linked bug report
UUM-141053: SRP Batcher generates more batches than needed when only using SortingCriteria.OptimizeStateChanges

How to reproduce: 1. Open the “IN-138660.zip“ project 2. Open the “Example“ scene in “Assets/Scenes/Example” 3. Open and enable Frame Debugger window in “Analysis/Window/Frame Debugger“ 4. Select the GameObject “Genokids SRP“ located in “Assets/Scripts/Resources/Genokids SRP“ 5. In the Inspector “Sorting Criteria Test“ field select only “Render Priority“ 6. Observe the SRP batch count in the F…

Retrieved 2026-11-09
GraphicsFixUUM-141053
Added issue in Template Browser where the tab keyboard shortcut sometimes caused keyboard navigation to go out of sync with selections.
Linked bug report
UUM-144972: Category Visual selection Indicator can be controlled separately to actual Category Keyboard Controls in the Shader Graph and Visual Effects Template Windows

Steps to reproduce: Open any Project Right click in the Project Browser and Create > Shader Graph > From Template... Collapse all Template Categories Select the first Category with cursor Collapse it again with the Left Arrow key Press Tab once and then the Right and Left Arrow keys and observe Categories expand Press Tab again and the Right and Left Arrow keys again and observe the Categories…

Retrieved 2026-11-09
GraphViewFixUUM-144972
Allowed multiple instances of the Template Browser to coexist for different tools.
GraphViewFixUUM-137579
Changing the Template Browser Sort Type preserves selection.
Linked bug report
UUM-143043: Selection changes when changing Sorting Type in the Shader Graph Template Window

Steps to reproduce: Create a new URP 3 Project In the Project Browser right click and select "Create > Shader Graph > From Template" In the Templates Window select the "Lit Full" Template under the "Basics" Category In the Top Right of the Window change Sorting Type with all the available options Actual results: Based on which Sorting Type was previously selected, changing Sorting Type will ch…

Retrieved 2026-11-09
GraphViewFixUUM-143043
Ensure selection is visible when changing the Sort Type for the Template Browser.
Linked bug report
UUM-143045: Selection is not always visible after list scrolls when changing Sort Type in the Shader Graph Template Window

Steps to reproduce: Create a new URP 3 Project In the Project Browser right click and select "Create > Shader Graph > From Template" In the Templates Window select the top most item Scroll down to the bottom of the list and changing Sorting Type in the top right Corner of the Window Repeat steps 3-4 with all Sorting Types Select the bottom item in the list, scroll to the top of the list and tr…

Retrieved 2026-11-09
GraphViewFixUUM-143045
Fixed the Template Browser displaying errors when creating an asset from a deleted template.
Linked bug report
UUM-143138: No Confirmation Dialog is shown when trying to create a Shader Graph Template from a Deleted Template

Steps to reproduce: Create a URP 3D Project In the Project Browser create an Empty Shader Graph and select it In the Inspector toggle the "Use As Template" flag In the Project Browser create a Shader Graph "From Template" In the Project Browser delete the Empty Shader Graph In the Shader Graph Template Browser select the Empty Shader Graph Template and create a Shader Graph from it Actual resu…

Retrieved 2026-11-09
GraphViewFixUUM-143138
Handle exceptions from various keyboard commands when used in the Template Browser.
Linked bug report
UUM-144108: "InvalidOperationException" error is thrown when pressing left and right arrow keys in the “Create new Shader Graph Asset” window

Reproduction steps: 1. Create a new project 2. Create > Shader Graph > From Template… 3. Click on any item in the “Create new Shader Graph Asset” window to select it 4. Press left and right arrow keys several times 5. Observe the Console Actual result: "InvalidOperationException: Collection was modified; enumeration operation may not execute." error is thrown Expected result: No errors or warn…

Retrieved 2026-11-09
GraphViewFixUUM-144108
Improved responsiveness of search index status banner.
GraphViewFixUUM-150720
Scroll to last template now in the Template Browser now accounts for collapsed categories.
Linked bug report
UUM-140556: VFX Template Scroll to last used Template does not account for collapsed Categories

Steps to reproduce: Open the attached project Create a new VFX asset in the Project window Shrink the VFX template window to the minimum size, to ensure the list becomes scrollable Use the template from the "3" category (Expand any collapsed categories above it) Reopen the VFX Template window Observe that the list scrolls to the last used template as expected Collapse Default or "2" Category C…

Retrieved 2026-11-09
GraphViewFixUUM-140556
Search focus in the Template Browser is now preserved after the first match.
Linked bug report
UUM-144963: Search Focus is lost on single input into the Shader Graph's and Visual Effects Graph's Template Windows

Steps to reproduce: Open any Project Right click in the Project Browser and Create > Shader Graph > From Template... In the Template Window type any letter in the Search Actual results: Focus is lost from Search when the Search String finds any results, users have to refocus the Search field to continue typing Expected results: Focus is not lost on single input and users can continue typing wh…

Retrieved 2026-11-09
GraphViewFixUUM-144963

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.