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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 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 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 Vulkan Player would not respect the value of 'PlayerSettings.vulkanNumSwapchainBuffers' and instead use a fixed count of 3 swapchain buffers.
GraphicsFixUUM-148724
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 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 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 URP mixing MSAA sample counts for overlay UI textures.
GraphicsFix
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
[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
Tab navigation now fully ignores the list view.
GraphViewFixUUM-150861
Added missing UnityPerDraw params for SpriteRenderer.
HDRPFixUUM-141304
Ensure global settings default volume profile in difussion profile editor.
Linked bug report
UUM-138525: Default Profile does not defaults back if the profile is deleted in the Project window

Steps to reproduce: Download attached project and open in Unity. Go to the Default Profile section: Project Settings >> Graphics >> HDRP >> Default Profile. Change the DefaultSettingsVolumeProfile to ExteriorVolumeProfile. Once the Confirmation Window shows up, click on Yes. Delete the ExteriorVolumeProfile in the Project window. Observe the Error in the Console: "Invalid VolumeProfile to obta…

Retrieved 2026-11-09
HDRPFixUUM-138525
Fixed a water null exception when exiting the frame debugger.
HDRPFixUUM-141885
Fixed console errors, broken rendering, and a potential crash when entering Play Mode with Reload Domain disabled in the Enter Play Mode Options.
Linked bug report
UUM-147827: Crash on RendererScene::NotifyInvisible when exiting Play mode with TextMeshPro Text focused in the Hierarchy and with Domain reload disabled

How to reproduce: Open the attached “IN-147964” project Open the “SampleScene” Select the “Text (TMP)” GameObject Enter Play mode Observe errors in the Console Quickly exit Play mode Observe the crash Reproducible with: 6000.6.0a2 (2fbfd916bfe9), 6000.6.0b5, 6000.7.0a3 Not reproducible with: 6000.0.80f1, 6000.3.20f1, 6000.5.5f1, 6000.6.0a1 (7dc703ab9bd8) Reproducible on: Windows 11 Not reprodu…

Retrieved 2026-11-10
HDRPFixUUM-147827
Fixed incorrect shader stripping when "Lightmap Bicubic Sampling" was enabled.
Linked bug report
UUM-134794: Opaque Materials do not render in the Player when Rendering is set to Forward only and Bicubic Sampling is enabled in a HDRP project

How to reproduce: 1. Open the attached “IN-134101“ project 2. Open the “OutdoorsScene“ scene 3. Build and Run the Player 4. Observe the Player Actual result: Only GameObjects with a Transparent Material are rendered Expected result: All GameObjects are rendered Reproducible with: 6000.1.0b3, 6000.3.9f1, 6000.4.0b9, 6000.5.0a7 Could not test with: 6000.0.68f1 (Bicubic Sampling was only introduc…

Retrieved 2026-11-09
HDRPFixUUM-134794
Fixed the Game view flickering when changing HDRP settings while the Game view is focused.
Linked bug report
UUM-147685: Game view flickers on almost every HDRP settings property change

Steps to reproduce: Create and open a new HDRP project Focus on the Game view Select the "Assets/Settings/HDRP High Fidelity.asset" in Project Change any setting in the Inspector Observe the Game view Actual results: Game view flickers on each setting change Expected results: Game view doesn't flicker Reproducible with versions: 6000.4.0a1, 6000.5.5f1, 6000.6.0b5, 6000.7.0a3 Not reproducible w…

Retrieved 2026-11-10
HDRPFixUUM-147685
Fix to attempt to skip intrinsifying intrinsic methods that are in the wrong assemblies, that can otherwise result in build errors.
IL2CPPFixUUM-149211
Fixed an IL processing issue in generic code that caused a "No support for assigning to/from variable size types and concrete types" exception at build time.
IL2CPPFixUUM-147236
Fixed case of FMA not being reported as available and case of AVX2 flag not being set in some cases.
IL2CPPFix
Fixed crash on startup with the deep profiling support enabled.
Linked bug report
UUM-145576: Application crashes immediately after launch when Autoconnect Profiler and Deep Profiling Support are enabled in Build Settings

When "Development Build", "Autoconnect Profiler", and "Deep Profiling Support" are enabled in the Build Settings, performing a "Build And Run" causes the application to crash immediately upon launch. Steps to reproduce: 1. Create a new project using the Universal 3D Template 2. Enable "Development Build", "Autoconnect Profiler", and "Deep Profiling Support" in the Build Settings 3. Set the Scr…

Retrieved 2026-11-09
IL2CPPFixUUM-145576
Fixed segmentation fault on OSX and Linux while running IL2CPP.
IL2CPPFixLinuxUUM-149985
Fixed typo checking VAR twice instead of MVAR.
IL2CPPFixUUM-130494
Restored IL2CPP's code generation for ldind/stind opcodes to use normal pointer casts instead of memcpy calls.
IL2CPPFixUUM-129900
Fixed case of Advanced Dropdown menus, such as the Build Profiles "Add Settings" dropdown, showing unstyled red items when opened during Play Mode.
Linked bug report
UUM-135953: Style is broken and Red Font is shown in Advanced Dropdown when opening it in Play Mode

Steps to reproduce: Create a new High Definition 3D sample Project from Hub Open the Build Profiles Window Enter Play Mode Right click the Windows Build Profile and select "Copy To New Profile" Click "Add Settings" in the Profile Settings panel Actual results: Dropdown without styling is opened in a red font for it's options, warnings are logged "Unable to find style 'x'" Expected results: Dro…

Retrieved 2026-11-09
IMGUIFixUUM-135953
Fixed case of content in ImguiContainers not reacting to click when partially clipped.
IMGUIFixUUM-148486
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 property field child fields not being drawn when the property rect is at negative GUI coordinates.
Linked bug report
UUM-149255: IMGUI fields disappear and interactivity breaks when the rect position drops below zero inside a custom EditorWindow

How to Reproduce: 1. Open the attached “IN-150313” project 2. Wait around 5 seconds for the “Rendering Repro” window to open 3. Observe the “Rendering Repro” window Actual Result: X, Y and Z values of “Vector #1”, “Vector #2” and “Vector #3” are not visible Expected Result: X, Y and Z values of “Vector #1”, “Vector #2”, “Vector #3” and “Vector #4” are visible Reproducible with: 6000.0.0f1, 600…

Retrieved 2026-11-10
IMGUIFixUUM-149255
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
Reduced GC allocations when a GUISkin style is assigned during OnGUI.
Linked bug report
UUM-134155: UIElements memory allocations grow when interacting with IMGUI custom Editor window

Reproduction steps: 1. Open the attached project "ReproProj" 2. In Project window click “/Assets/Plugins/Pixel Crushers/Dialogue System/Demo/Data/Demo Database.asset“ 3. In inspector, click Edit to open a custom Editor window 4. Click on the Conversions tab 5. Open Profiler (Window > Analysis > Profiler) 6. Run Profiler in Edit mode 7. Observe GC Alloc of UIElementsUtility.DoDispatch events Ex…

Retrieved 2026-11-09
IMGUIFixUUM-134155
Fixed a regression that added roughly 60 ms to editor project load time when input devices were first detected.
InputFixUUM-148220
Removed a 17 B main-thread GC allocation that occurred on every input update tick in Mono players.
InputFixUUM-147633
Added BiasCorrectedGyroscope, reporting angular velocity in radians per second with the sensor bias removed, as the parity equivalent of UnityEngine.Input.gyro.rotationRateUnbiased. The device is present only on platforms that can supply a bias-corrected value, so check BiasCorrectedGyroscope.current for null before using it.
Input SystemFix
Added LocationSensor, exposing GPS position, status, and permission state as the parity equivalent of UnityEngine.Input.location. Reports status via a new Input System LocationServiceStatus enum.
Input SystemFix
Fixed a potential crash when an iOS application shut down with a motion sensor enabled. Pending sensor callbacks could run after the objects they wrote into had been destroyed.
Input SystemFixiOS
Fixed case of Android sensor devices going permanently silent after a device reset. Resetting a sensor released the underlying OS sensor while the device still reported itself as enabled, so no further values arrived and re-enabling it had no effect.
Input SystemFixAndroid
Fixed issue on macOS where third party tools sending repeated key down events without a key up could result in keys becoming stuck.
Input SystemFixmacOSUUM-151878
Fixed misaligned labels in the Input Actions editor properties pane.
Input SystemFix
Fixed polling for interaction phases (such as WasPerformedThisFrame) being missed during Update due to interaction timeouts sometimes occurring during the later before-render period when a before-render device (such as an XR HMD) is added. This means that timeouts and interactions like Hold may now wait to perform until the next frame instead of the earliest chance during before-render.
Input SystemFixXRUUM-147719
Fixed the iOS sensors backed by device motion so that GravitySensor, AttitudeSensor and LinearAccelerationSensor are each enabled and disabled independently. Enabling one of them previously started all of them, so code that enabled one device and read another now reads default values until it enables that device too.
Input SystemFixiOS
Bumped iOS/tvOS minspec from 15.0 to 16.0.
iOSFixtvOS
Fixed a bug where pulling down the iOS Control Center could cause a Unity app to stop playing back audio.
Linked bug report
UUM-145522: Audio is cut out when accessing iOS Control Center

Steps to Reproduce: Open the attached “IN-145955“ reproduction project Build the project for iOS and run it on a physical iPhone Press the Play button and observe that the game audio is playing normally Pull down the iOS Control Center from the top of the screen (this triggers applicationWillResignActive) Dismiss the Control Center by swiping it back up Listen to the game audio Actual Result: …

Retrieved 2026-11-09
Fixed a false "Touch was already deallocated" error on iOS when the app moved to the background.
Linked bug report
UUM-145381: when application is sent to background with active touch error message is printed

Steps to reproduce: Build an empty Unity project with Input System enabled; Run the project on an iOS device; Touch and hold the screen; Send the app to the background; Error message is printed: "Touch was already deallocated" to console; Actual results: when application is sent to background with active touch error message is printed. Expected results: when application is sent to background w…

Retrieved 2026-11-09
Fixed App Store validation failing for projects whose minimum OS version is higher than the one declared by the embedded UnityRuntime.framework.
Fixed building UnityFramework directly via command line.
Fixed GameAssembly ignoring the target OS version from Player Settings.
Fixed incomplete privacy manifest when integrating only UnityFramework.framework (Unity as a Library).
iOSFix
Fixed occasional failure to merge render passes with msaa depth on apple gpu family 1-3.
Linked bug report
UUM-147831: Transparent draws (default ZTest) silently fail on devices with an Apple A10 chip and older when Memoryless Depth is set to Forced/Automatic

How to reproduce: 1. Open the attached “IN-148630_memoryless-depth.zip” project 2. Set the Memoryless Depth setting to “Automatic” (Project Settings > Player > Other Settings > Memoryless Depth) 3. Build for iOS 4. Observe the device Actual result: Only the green rectangle is visible Expected result: Both the green and red rectangles are visible Reproducible with: 6000.5.5f1, 6000.6.0b5, 6000.…

Retrieved 2026-11-10
Fixed ScrollView not responding to mouse wheel input with a connected mouse.
Linked bug report
UUM-141279: ScrollView does not work when using the mouse wheel

Steps to reproduce: 1. Open the attached “IN-133496“ project 2. Build Xcode project and deploy it to an iOS device 3. Connect a USB or Bluetooth mouse to the iOS device 4. Make sure Settings -> Accessibility -> Touch -> AssistiveTouch is enabled 5. In Player, hover the mouse over the ScrollView and use the mouse wheel to scroll through its content 6. Observe the Player Actual result: ScrollVie…

Retrieved 2026-11-09
Fixed shader warmup on older devices (AppleFamily3 and earlier).
Linked bug report
UUM-147933: Xcode crash on "libsystem_kernel.dylib__pthread_kill" on launch when the preloaded Shader Variant Collection warms up on older devices (A10 and earlier GPUs)

How to reproduce: 1. Open the attached “IN-149057_3446176-svc-upgrade-repro.zip” project 2. Confirm that the “Repro.shadervariants” file is included under Project Settings → Graphics → Preloaded Shaders 3. Build for iOS 4. Observe the crash Actual result: The crash occurs Expected result: The crash does not occur Reproducible with: 6000.0.80f1, 6000.3.20f1, 6000.5.5f1, 6000.6.0b5, 6000.7.0a3 C…

Retrieved 2026-11-10
Fixed the secondary display mirroring the device screen instead of showing its own camera view on iOS 27.
Fixed TouchScreenKeyboard.area returning an empty rect when the keyboard is open and the project uses the Objective-C trampoline.
Added a JobHandle.ToString implementation to prevent potential boxing.
KernelFix
Fixed a potential deadlock in the job system involving many external threads and manual jobs.
KernelFixUUM-143073
Fixed crash in NativeSlice caused by 32bit integer overflow.
KernelFixUUM-154594
Fixed crash in UnsafeList::RemoveRange() if count overflows a 32bit integer.
KernelFixUUM-155334
FixedString operator==(String) threw ArgumentException when the string exceeded the FixedString capacity.
Linked bug report
UUM-129279: ArgumentException is thrown when comparing FixedString64Bytes with a String where the FixedString64Bytes is on the left-hand side of ==

Reproduction steps: 1. Open the attached “BugRepro” project 2. Open the “Assets/test.unity“ Scene 3. Enter the Play Mode 4. Observe the Console window Expected result: No errors are thrown Actual result: “ArgumentException: FixedString32Bytes: Truncation while copying….” error is thrown Reproducible with: 2.5.7, 2.6.0-pre.4 (6000.0.56f1, 6000.2.2f1, 6000.3.0b1) Reproducible on: Windows 11 Not …

Retrieved 2026-11-09
KernelFixUUM-129279
Fixed an issue where D-Pad inputs mapped to the wrong directions when using a wireless Xbox 360 controller on newer Kernel versions.
Linked bug report
UUM-136083: D-Pad inputs map to wrong directions when using a wireless Xbox 360 controller on newer Kernel versions

Reproduction steps: 1. Open the attached “IN-135212” project 2. Open the “Scenes/SampleScene” Scene 3. Enter the Play Mode 4. Press the D-Pad buttons “Up”, “Down”, “Left” and “Right” 5. Observe the Console window Actual result: Logs show “Up” is “Left”, “Down” is “Right, “Left” is “Up” and “Right” is “Down” Expected result: All the outputs match the buttons pressed Reproducible with: 1.2.0, 1.…

Retrieved 2026-11-09
LinuxFixUUM-136083
Fixed bugs when building Windows Players and creating Visual Studio Solutions from Linux Editors.
Linked bug report
UUM-140187: Building for Windows throws "AgilitySDK dll could not be retrieved" when "Create Visual Studio Solution" was enabled before switching build platform to Windows

How to reproduce: Create and open an empty 3D URP project Go to File -> Build Profiles (Shift + Ctrl + B) Select Windows platform Enable “Create Visual Studio Solution” checkbox Click the “Switch Platform” or “Switch Profiles” button Click the button “Build” → build to any location Observe Console window Actual result: Build fails Expected result: Build completes successfully Reproducible with…

Retrieved 2026-11-09
LinuxFixWindowsUUM-140187
Fixed case where first touch input is dropped.
LinuxFixUUM-150086
Fixed Linux Player file extension stacking when building Linux Player from Mac Editor.
LinuxFixUUM-135833
Fixed some Xbox controller inputs are mapped to different buttons than they should be in Unity Input System when the controller is connected through Bluetooth on Linux.
Linked bug report
UUM-144216: Some Xbox controller inputs are mapped to different buttons than they should be in Unity Input System when the controller is connected through Bluetooth on Linux

How to reproduce: Connect the Xbox controller via Bluetooth Create a new project with the “Universal 3D” template Install the Input System package in the project Open Window > Analysis > Input Debugger Open the “Gamepad” device by double-clicking it Press the left shoulder button on the controller Observe the “Value” column Actual result: Value is 1 in the row with the name “Select” Expected r…

Retrieved 2026-11-09
LinuxFixUUM-144216
Fixed the Editor hanging on the splash screen when a dialog opened while a scene was loading.
Linked bug report
UUM-151324: Editor hangs on the splash screen when a file required to restore the last-opened scene fails to open on startup

How to reproduce: Open the attached “IN-150360-repro-deadlock” project Open the “HeavyScene” Close the Editor Make a file required by that scene unreadable, e.g. run "chmod 000" on the scene file (HeavyScene.unity) Open the attached project again Actual result: The Editor freezes on the splash screen and a window titled "Opening file failed" is created but never painted or clickable, placed at…

Retrieved 2026-11-10
LinuxFixUUM-151324
Fixed the splash screen not fading out smoothly on start.
LinuxFixUUM-140538
Lowered the glibc version to 2.34.
LinuxFixUUM-150342
Fixed a crash on recent macOS versions that could occur when importing X.509 certificates.
macOSFixUUM-154511

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