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Fixed InvalidCastException errors and an empty Inspector after unsetting a Data Source Type on a Visual Element.
Linked bug report
UUM-148143: “InvalidCastException” errors are thrown and the Inspector becomes empty/greyed out when a Data Source Type is selected and unset

Steps to reproduce: Create a new Unity project using the Universal 3D template Create a UI Toolkit Visual Element in the Hierarchy (UI Toolkit > Standard Elements > Visual Element) Enter editing stage Select "Type" under the Bindings in the Inspector Click the "Select Type..." button and choose any type Click the burger button and select "Unset" or "Unset All" Unselect the Visual Element in th…

Retrieved 2026-11-10
UI ToolkitFixUUM-148143
Fixed Painter2D and SVG strokes with a zero-length dash-pattern entry erroring instead of rendering, and made zero-length round-capped dashes render as dots.
Linked bug report
UUM-135766: Dash pattern SVG results in errors when any dash stroke argument is 0

How to reproduce: Create and open a new project Import into the project the “DashedBug.svg“ file Observe the Console Actual result: “All dash pattern values must be positives“ error is thrown, and the SVG is unusable Expected result: No errors are thrown, or a warning is thrown, but SVG is usable Reproducible in: 1.0.0-preview.13, 3.0.0-preview.2 (6000.3.1f1, 6000.4.0b1, 6000.5.0a3) Could not …

Retrieved 2026-11-09
UI ToolkitFixUUM-135766
Hid internal UIToolkit Authoring controls from UI Library.
UI ToolkitFixUUM-146175
Improved VisualElement.Add exception message when the element has no content container.
UI ToolkitFixUUM-147805
Made the Create > UI Toolkit asset menu item names and default file names consistent.
UI ToolkitFixUUM-133810
Parent template elements are no longer read-only after exiting context mode from a child template.
UI ToolkitFixUUM-145920
Prevent some rare crash in UI Toolkit when repainting windows during a domain reload.
UI ToolkitFixWindowsUUM-145384
Removed "No" option from some alert dialogs where it didn't apply.
UI ToolkitFix
Removed the "backdrop-filter" label from the UI Builder Visual Element Inspector.
Linked bug report
UUM-145495: "backdrop-filter" text is displayed above the backdrop filter list container for no reason

Steps to reproduce: Create and open a new project Create and open a new UXML file in UI Builder Drag a Visual Element into the UI Builder's Hierarchy In UI Builder's Inspector, expand the "Backdrop Filter" section Observe the UI Builder's Inspector Actual results: A random "backdrop-filter" text is displayed above the list container Expected results: Just a list container is displayed Reproduc…

Retrieved 2026-11-09
UI ToolkitFixUUM-145495
Renaming the document row in the Hierarchy now renames the corresponding .uxml asset.
UI ToolkitFix
Selecting "Custom Function" in the Backdrop Filter section of the Inspector no longer logs "Custom filters are not supported for backdrop-filter" warnings; the custom filter is now applied.
Linked bug report
UUM-148347: UI Authoring Inspector allows selecting Custom Function in Backdrop Filter, throwing "Custom filters are not supported for backdrop-filter" warning in the Console

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. In Hierarchy create Button object (Right-click > UI Toolkit > Standard Elements > Button) 3. In “Open UI stage” pop-up press “Continue” and save UXML file 4. While Button element is selected, in Inspector expand “Backdrop Filter” 5. Select Custom function Actual results: The Backdrop Filter section in the UI Authori…

Retrieved 2026-11-10
UI ToolkitFixUUM-148347
Selection highlight no longer remains in the UI Viewport after deleting the hovered element or style rule from the Hierarchy.
Linked bug report
UUM-144573: Selection highlight remains visible in the UI Viewport after deleting the selected UI element from the Hierarchy

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. In Hierarchy create Button object (Right-click > UI Toolkit > Standard Elements > Button) 3. In “Open UI stage” pop-up press “Continue” and save UXML file 4. Once element is created, make sure it is selected (blue and green highlight visible in UI Viewport on Button element) 5. Delete Button element from Hierarchy u…

Retrieved 2026-11-09
UI ToolkitFixUUM-144573
Surface the backdrop-filter Screen Space-only limitation with a documentation icon in the Backdrop Filter inspector sections and on the PanelSettings Render Mode field.
UI ToolkitFixUUM-147138
The "Save As" field in the "Save USS File" dialog is now pre-filled with a default name ("New USS") when creating a new StyleSheet from the UI Builder or the in-scene UI Toolkit editing stage's Style Sheets window.
Linked bug report
UUM-150992: "Save As" field is empty when creating a new StyleSheet from the Style Sheets or the UI Builder windows

Steps to reproduce: Create a new Unity project using the Universal 3D template Open the UI Builder (Window > UI Toolkit > UI Builder) Click the "+" button in the StyleSheets tab and select "Create New USS" Observe the "Save USS File" popup Actual results: The "Save As" field is empty Expected results: The "Save As" field is pre-filled with a default name ("New USS") Reproducible with versions:…

Retrieved 2026-11-10
UI ToolkitFixUUM-150992
Tooltips in Inspector when in UIStaging don't relay leaf element tooltips.
UI ToolkitFixUUM-145049
Updated the inspector field in stage to match the existing renaming behavior.
UI ToolkitFixUUM-153274
VisualElement Inspector Open in Context button corrupts UI Viewport window.
UI ToolkitFixUUM-145658
Undo selections and save importer changes without errors.
Undo SystemFixUUM-148141
Added a check for the MostRecentFixedTime entity in the physics GraphicsIntegration code to remove the entity if its DynamicBuffer is zero. The CameraSmoothTrack system now has an dependency on MostRecentFixedTime.
Linked bug report
UUM-145828: “IndexOutOfRangeException” spammed in Console when removing an element from DynamicBuffer in the Inspector during Play Mode

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Open Package Manager window 3. Find and install the Entities, Entities Graphics and Unity Physics packages 4. In Hierarchy window create Cube GameObject (not necessary) 5. Enter Play Mode 6. In Hierarchy window expand Default World foldout and select “MostRecentFixedTime” GameObject 7. In Inspector window > Dynamic …

Retrieved 2026-11-09
Unity PhysicsFixUUM-145828
Added a [NoAutoStaticsCleanup] attribute to some of the scripts in the 'Custom Physics Authoring' sample to avoid UAL0010 and UAL0013 warnings upon import. The behaviour of the scripts remains unchanged.
Unity PhysicsFix
Fixed a race condition so that DebugDraw jobs from the previous frame are completed before the stream are cleared for re-use.
Unity PhysicsFixUUM-152608
Fixed an issue where casting a collider away form another one could return the wrong hit.
Unity PhysicsFixUUM-138425
Fixed an issue where the BVH static tree wouldn't be updated correctly when swapping from multi-threaded to single threaded setups.
Unity PhysicsFixUUM-133011
Regenerated some sample meta files to fix serialized versioning warnings when the 'Advanced Game Physics Sample - Chain and Gears' sample was imported.
Linked bug report
UUM-149515: "Unity Physics" package "Advanced Game Physics Sample - Chain and Gears" sample imports throw "TextureImporter object below the supported minimum version" warnings in the Console

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Open Package Manager window and install Unity Physics package 3. Open Unity Physics Samples tab and import “Advanced Game Physics Sample - Chain and Gears” Sample 4. Once imported, observe the Console window Actual results: “Serialized file "Assets/Samples/Unity Physics/6.7.0/Advanced Game Physics Sample - Chain and…

Retrieved 2026-11-10
Unity PhysicsFixUUM-149515
Fixed scroll actions re-triggering on mouse movement on UWP.
Linked bug report
UUM-144660: Mouse movement re-triggers stale <Mouse>/scroll value after the scroll wheel is used once

Steps to reproduce: 1. Open the attached project "UWPScrollRepro.zip" 2. Switch to UWP Build target 3. Open "Assets/Scenes/Main.unity" 4. Enter Play Mode 5. Move the mouse to confirm coordinates are updated -> use the scroll wheel to see the logs being outputted on the UI -> Move the mouse and observe the output 6. Build for UWP platform 7. Repeat step 5 Actual Result: after the mouse wheel is…

Retrieved 2026-11-09
Universal Windows PlatformFixWindowsUUM-144660
Converting BiRP Particles materials to URP now correctly preserves emission state. Previously, the emission checkbox would appear enabled in the inspector even when emission was disabled in the source material.
Linked bug report
UUM-128093: Converting particles material enables the Emission checkbox

Steps to reproduce: Download attached project and open in Unity. In the Project, select the ParticleOld material. Check the Inspector and observe that the Emission checkbox is disabled. Install the Universal Render Pipeline via the Package Manager. Open RP Converter >> Window >> Rendering >> Render Pipeline Converter. Select the Material Upgrader. Press on Initialize and Convert. Select Partic…

Retrieved 2026-11-09
Fix to skip the SSAO pass when the active renderer does not provide the camera depth/normals textures.
Linked bug report
UUM-150219: Render Graph throws a null-texture ArgumentException and the camera renders black when an SSAO renderer feature is added programmatically to a 2D Renderer

How to reproduce: 1. Open the attached "IN-149090" project 2. Open the "Assets/ReproScene.unity" scene 3. Observe the Console or the Game view Actual result: Render Graph throws "ArgumentException: Trying to access resource of type Texture with an null resource index" from SSAOUtils.RecordRasterAOPass and the camera output goes fully black Expected result: Unsupported SSAO pass is skipped safe…

Retrieved 2026-11-10
Fixed a bug where reloading a scene that contains embedded meshes causes Surface Cache GI to stop working.
Fixed 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
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 Render Graph error when Tile-Only Mode was enabled on displays with a non-sRGB backbuffer, such as OpenGL ES in Linear color space. Tile-Only Mode now falls back to regular rendering on those displays.
Fixed a spelling mistake where the Screen Space Lens Flare "Chromatic Aberration" setting was labelled "Chromatic Abberation".
Fixed Accurate G-buffer Normals encode/decode mismatch in Decals.
Linked bug report
UUM-146733: Angle-faded DBuffer decals render incorrectly when "Accurate G-buffer" is enabled

How to reproduce: 1. Open the attached "IN-147687_AngleFadeBug.zip" project 2. Open the "AngleFadeBug" scene 3. Open the Game view 4. In the Project tab, select the "PC_Renderer" asset 5. In the "PC_Renderer", enable the "Accurate G-buffer" 6. Observe the "Black Sphere" GameObject Actual result: The orange decal on the sphere is rendered incorrectly, tiled or sharply cutting off Expected resul…

Retrieved 2026-11-09
Fixed an issue where the "Reflect Sky" setting in URP Screen Space Reflections would cause artifacts when the reflected point lies behind a piece of geometry.
Fixed case of the deprecated LightingPhysicallyBased overload ignoring the surface normal and using the specular highlights toggle as the view direction.
Fixed case of the Render Pipeline Converter's 2D Material Reference and Shader Converters naming the renderer inconsistently (as "Renderer 2D") in their disabled tooltip, instead of matching the Target Pipeline dropdown's "2D Renderer".
Linked bug report
UUM-151380: 2D Renderer is named differently in the Target Pipeline and Tooltip

Steps to reproduce: Download attached project and open in Unity. Open the Render Pipeline Converter >> Window >> Rendering >> Render Pipeline Converter. Select the Target Pipeline Universal Render Pipeline (2D Renderer). Hover the mouse on the Material Reference Converter and check the tooltip. Actual results: Observe the naming of the 2D Renderer. In the Target Pipeline it will be named "2D R…

Retrieved 2026-11-10
Fixed Custom Interpolators not flowing from the vertex to fragment stage in Decal Shader Graphs.
Fixed Gizmos rendering outside of the camera's viewport in the Game view when using URP.
Fixed invalid colors in Lift, Gamma, Gain post-processing by clamping negative colors in LUTBuilder shaders.
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 missing tile map grid lines. Ensure preview camera render target is correct after rendering with an SRP.
Linked bug report
UUM-122618: The TileMap grid in the Tile Palette is not visible when Screen Space Ambient Occlusion is enabled

How to reproduce: 1. Open the attached "GridInvisible" project 2. In the Project window, select the “Triangle.asset” prefab 3. In Scene View, click the "Open Tile Palette" button 4. In the Tile Palette window, observe the TileMap grid Expected result: TileMap grid is visible Actual result: TileMap grid is invisible Reproducible with: 2023.3.0b8, 6000.0.60f1, 6000.2.8f1, 6000.3.0b6, 6000.4.0a2 …

Retrieved 2026-11-09
Fixed MSAA error in the Rendering Debugger Motion Vector view.
Fixed normal maps getting ignored during prepass when Accurate G-buffer Normals were enabled.
Fixed Project Auditor URP settings issues for Quality Levels naming the Quality Level instead of the assigned URP asset.
Fixed shader resolve for XR is not enabled properly in on-tile postprocessing.
URPFixXRUUM-143511
Fixed Surface Cache Global Illumination producing incorrect or missing bounce lighting in player builds that use vertex compression.
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 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 Render Pipeline Converter defaulting its Target Pipeline to Universal Render Pipeline (2D Renderer) instead of Universal Render Pipeline (Universal Renderer).
Improved GPU performance for URP projects on tile-based platforms by avoiding unnecessary color loads when UberPostProcessing is the final pass.
Reduced back buffer memory and bandwidth on platforms with a multisampled back buffer including Android, iOS, and Metal. The back buffer remains single-sampled in frames where no camera renders MSAA directly to it, for example a camera that resolves MSAA from an intermediate texture. MSAA results are unaffected.
URPFixAndroidiOSUUM-134600
Rendering Debugger - GPU Resident Drawer was resetting the debug data when entering and exiting playmode.
Linked bug report
UUM-143210: Rendering Debugger window resets when entering Playmode

Steps to reproduce: Download attached project and open in Unity. Open the Rendering Debugger: Window >> Analysis >> Rendering Debugger. Go to Rendering section. Change the Map Overlays to Depth. Enter the Playmode. Observe: The Rendering Debugger window will reset. Actual results: Rendering Debugger resets when entering the Playmode. Expected results: Rendering Debugger should not reset when e…

Retrieved 2026-11-09
ScriptableRendererData.TryGetRendererFeature was throwing NullReferenceException.
Linked bug report
UUM-150772: ScriptableRendererData.TryGetRendererFeature throws NullReferenceException when a missing renderer-feature entry precedes the requested feature

How to reproduce: Open the attached "IN-149378" project In the Menu Bar select Bug Repro and click “Run TryGetRendererFeature Missing Entry Repro” Observe the Console Actual result: TryGetRendererFeature<FullScreenPassRendererFeature> throws a NullReferenceException at ScriptableRendererData.cs:128 Expected result: Method skips null entries and returns the matching feature, or returns false wi…

Retrieved 2026-11-10
Skip renderer culling for cameras with an empty culling mask to reduce overhead from cameras rendering no geometry.
URPFix
URP Render Graph Memoryless backbuffer support on iOS Metal.
URPFixiOSUUM-99364
URP Renderer Asset - Undo/redo operations on FullScreenPassRendererFeature_OldGUID caused to clear the Undo/Redo stack.
URP Renderer Asset - Undo/redo operations on FullScreenPassRendererFeature_OldGUID caused ObjectDisposedException errors and prevented undoing renderer feature additions.
When using Tile-Only mode in the renderer, setting Render Scale in the asset's Quality settings would display a warning only for values <0.95 or >1.05, but this has been fixed to display for all non-default values when Render Scale is not compatible with Tile-Only mode.
Linked bug report
UUM-146401: "Render Scale skipped" warning inconsistently appears when adjusting Render Scale slider with Tile-Only Mode enabled in URP

How to reproduce: 1. Create a new project using the "3D URP" template 2. In the Project tab, Select Assets->Settings->Pc_Renderer and toggle on Tile-Only Mode 3. In the Project Tab, select PC_RPAsset in the same Settings folder 4. In the Quality dropdown change the Render Scale value by dragging the slider 5. Observe the warnings that appear Actual result: The "Render Scale skipped" warning on…

Retrieved 2026-11-09
[MaterialConverter] Particles Unlit Rendering Mode Subtractive gives empty Surface Type dropdown after the conversion.
Linked bug report
UUM-133453: Particles Unlit Rendering Mode Subtractive gives empty Surface Type dropdown after the conversion

Steps to reproduce: Download attached project and open in Unity. In the Project Window, select the particleUnlit.mat material. Make sure Rendering Mode is set to Subtractive. Open the Render Pipeline Converter >> Window >> Rendering >> Render Pipeline Converter. Scan and convert particleMaterial.mat material. In the Project window, select the particleUnlit.mat material. Observe empty Surface T…

Retrieved 2026-11-09
Fixed an issue where unchanged files were automatically added to the change list when fetching files in Perforce after asset importing.
Linked bug report
UUM-49713: Fetched files in Perforce are automatically added to the change list when they are serialized

Reproduction steps: 1. Open a project 2. Modify a .asset file 3. In the Perforce Window, check in the modified file 4. On another machine, in the Perforce Window, fetch the latest changes 5. Observe the change list Expected result: No files are in the pending change list, the modified files retain the read-only flag Actual result: The fetched files are added to the pending changed list and the…

Retrieved 2026-11-09
Version ControlFixUUM-49713
Fixed race condition provoking a Version Control error "UpdateSettings: Unknown version control plugin: XYZ" during the editor startup.
Linked bug report
UUM-149884: “Version Control: UpdateSettings: Unknown version control plugin: Unity Version Control” error is thrown when reopening the project after creating a workspace

Steps to reproduce: Create a new Unity project using the Open the Unity Version Control window "Window > Version Control > Unity Version Control" Create a new workspace Close the Editor Reopen the project Observe the Console window Actual results: "Version Control: UpdateSettings: Unknown version control plugin: Unity Version Control" error is thrown Expected results: No errors are thrown Repr…

Retrieved 2026-11-10
Version ControlFixUUM-149884
Added issue where NaNs could perpetually keep a graph in a dirty state.
Linked bug report
UUM-139398: "Initialize Particle" node in VFX Graph cannot be moved when it has a "Multiply (Vector3)" node with NaN values connected to its "Set Velocity" subnode

How to reproduce: 1. Open the attached "IN-138898_URP Test.zip" project 2. In the Project tab, find the "Fireball-6 Way (Texture2DArray)" Visual Effects Graph 3. Double-click on the Visual Effects Graph to open it 4. In the opened Visual Effects Graph, find the "Initialize Particle" node 5. Try to move the "Initialize Particle" node 6. Observe the node’s movement Actual result: The node either…

Retrieved 2026-11-09
VFX GraphFixUUM-139398
Added issue where swapping a connected property from input to output could result in errors.
VFX GraphFixUUM-143993
Canceling a Blackboard attribute, parameter, or category rename with the ESC key no longer applies the new name.
Linked bug report
UUM-144957: VFX attribute names are validated and set when renaming action is canceled with the ESC key on

Steps to reproduce: Create and open a new project Install the "Visual Effect Graph" package Create and open a new empty VFX Create an attribute Press F2 to rename it Type in any name and press ESC Observe the attribute Actual results: The attribute's name is set to the newly typed name Expected results: The attribute's name is reset to the previous name Reproducible with versions: 6000.6.0a7 N…

Retrieved 2026-11-09
VFX GraphFixUUM-144957
Fix to disallow re-categorization of built-in attributes.
Linked bug report
UUM-151058: Built-in Attrbutes can be moved to Custom Attributes in VFX Graph Blackboard

Steps to reproduce: Create and open a new project Install the Visual Effects Graph in Package Manager Create an Empty VFX asset and open it Open Blackboard subwindow Create a new Custom Attribute Expand Built-in Attributes in Blackboard Drag any Built-in Attribute into the Custom Attribute section Observe the blackboard Actual results: The Built-in Attribute moves to the Custom Attributes sect…

Retrieved 2026-11-10
VFX GraphFixUUM-151058
Fixed "Can't change name, category with the same name already exists" error when renaming a category to a name with a trailing space in the blackboard.
VFX GraphFixUUM-145060
Fixed a crash that occurred in VFXManager::SortBufferCommand on devices with low (16KB) thread group shared memory.
Linked bug report
UUM-136592: Crash on Samsung a03s when iterating through scenes

Steps to reproduce: Install Android component Import the attached package Switch Platform to Android in Build Setting Build an .apk Deploy app to the device Run scenes by tapping on the right Actual results: App instantly crashes on the third scene (SkinnedMeshSampling) Expected results: App runs smoothly Reproducible with versions: 6000.6.0a1 Not reproducible with versions: Can’t test with ve…

Retrieved 2026-11-09
VFX GraphFixUUM-136592
Fixed an editor crash when repeatedly adding a Visual Effect component to a GameObject and undoing the action.
Linked bug report
UUM-136309: Crash on ClearPerMaterialCustomProperties when undoing the addition of Visual Effects Component to the GameObject for a few times

How to reproduce: 1. Create a new Unity project and install the VFX package 2. In the Project window, right-click -> Create -> Visual Effects -> Visual Effect Graph -> Any VFX Graph 3. In the Hierarchy, create an Empty GameObject 4. Drag the created VGX Graph from the Assets to the created GameObject Inspector to add the Component 5. Press "Ctrl + Z"/"Command + Z" to undo the action 6. Repeat …

Retrieved 2026-11-09
VFX GraphFixUUM-136309
Fixed an exception that occurred when enabling the template toggle.
Linked bug report
UUM-149239: "InvalidOperationException" errors are thrown when the "Use as Template" property is toggled on a 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 > Empty VFX) Select the created Visual Effect Graph in the Project window Scroll all the way down in the Inspector Toggle the "Use as Template" property Obser…

Retrieved 2026-11-10
VFX GraphFixUUM-149239
Fixed an issue where nested OnPlay, OnStop, and similar events resulted in stack overflows.
VFX GraphFixUUM-121002
Fixed an issue where output property nodes would cause errors when converted to operator subgraphs.
Linked bug report
UUM-108536: ArgumentOutOfRangeException: Index was out of range when converting subgraph properties and nodes to Subgraph Operator

Steps to reproduce: Import the attached package Open Color Subgraph Select bool node and BoolOUT output property Convert it subgraph operator Actual results: Error is thrown, subgraph is created but nodes that were converted are not removed from the graph Expected results: Selected nodes are converted and replaced by a new subgraph operator Reproducible with versions: 6000.3.0a1, 6000.3, 6000.…

Retrieved 2026-11-09
VFX GraphFixUUM-108536
Fixed an issue where template attributes may fail silently on insertion.
VFX GraphFixUUM-121263
Fixed blackboard "Attributes" subsections being expanded and collapsed when navigating with arrow keys.
VFX GraphFixUUM-144932
Fixed blackboard custom attribute delete doing nothing on an in-use attribute when re-triggered after cancelling the deletion confirmation prompt.
VFX GraphFixUUM-145053
Fixed hover highlight of items in toolbar dropdown menus being hard to see in the Light Editor theme.
Linked bug report
UUM-139764: The hover selection/highlight of items in the Insert button dropdown and the Documentation button dropdown are hard to see when hovered using the Light Editor theme

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 VFX Graph (Assets > Create > Visual Effects > Visual Effect Graph) Open the newly created VFX Graph Click on the Documentation button dropdown on the top right side of the VFX Graph window Hover the mouse cursor over the items in the …

Retrieved 2026-11-09
VFX GraphFixUUM-139764
Fixed missing ellipses in Create Visual Effect Graph menu entry.
VFX GraphFixUUM-145005
Fixed templates not appearing immediately when pressing the "New..." button in the Shader Graph Output context after entering Play Mode.
Linked bug report
UUM-143681: Templates are not immediately shown in the Shader Graph Templates Window when it's opened in Play Mode from a Visual Effect Graph's Node

Steps to reproduce: Create a URP 3D Project and wait for Search indexing to complete Install the Visual Effect Graph Package Create any Visual Effect Graph and wait for Search indexing to complete Enter Play Mode Open the VFX Graph and add any of the Shader Graph Output Nodes In the added Shader Graph Output Node click the "New" Button to create a New Shader Graph and set it Observe the Shader…

Retrieved 2026-11-09
VFX GraphFixUUM-143681
Fixed the play rate presets in the VFX Control panel showing a "Ctrl+" prefix.
Linked bug report
UUM-138660: Incomplete shortcuts are displayed in the "Set" dropdown in Visual Effects Graph VFX Control subwindow

Steps to reproduce: Create a new HDRP project Create a new Empty VFX Asset (Create -> Visual Effects -> Visual Effects Graph -> Empty VFX) and open it Drag the VFX Asset into the Hierarchy to create a GameObject instance Select the GameObject Enable the VFX Control subwindow Press on the "Set" dropdown Observe the dropdown options Actual results: All options have complete shortcuts or no short…

Retrieved 2026-11-09
VFX GraphFixUUM-138660
Fixed VFX Graph windows prompting to save a second time after a Save All operation closed them.
VFX GraphFixWindowsUUM-131449
Fixed weighted tangent mode set on VFX Graph curve properties.
VFX GraphFixUUM-147335
Renaming a custom attribute now propagates validation state to custom HLSL blocks correctly.
VFX GraphFixUUM-139121
Fixed a video failing to replay after Stop() on Direct3D when NVIDIA "Fast" vertical sync is enabled (the decode device was lost and never recovered).
Linked bug report
UUM-135548: GPU device suspended error when replaying a video in the Video Player with NVIDIA Vertical Sync set to Fast

How to reproduce: 1. Open the NVIDIA Control Panel application 2. Set Vertical sync to “Fast“ (Manage 3D settings > Settings > Vertical sync) 3. Click “Apply” 4. Open the attached “IN-134927“ project 5. Build and Run the Player 6. Observe the Player until the displayed video finishes playing Actual result: Video fails to replay Expected result: Video gets replayed Reproducible with: 2023.1.0a1…

Retrieved 2026-11-09
VideoFixUUM-135548
Fixed a VideoPlayer freeze for looping clips that could occur upon entering Playmode, where playback would stop and not recover.
VideoFixUUM-144106
Fixed AudioSampleProvider.sampleFramesAvailable callback never firing on macOS when using the VideoPlayer in API Only mode and disabling Unity Audio.
Linked bug report
UUM-143660: AudioSampleProvider.sampleFramesAvailable callback never fires when using macOS

Steps to reproduce: 1. Open the attached “IN-142888_VideoPlayer“ project 2. Open the “SampleScene“ scene 3. Enter Play Mode 4. Observe the Console Actual result: No debug logs are thrown Expected result: Debug logs are thrown for retrieved sample frames Reproducible with: 6000.0.16f1, 6000.0.76f1, 6000.3.17f1, 6000.4.10f1, 6000.5.0b11, 6000.6.0a6 Not reproducible with: 6000.0.15f1 Reproducible…

Retrieved 2026-11-09
VideoFixmacOSUUM-143660
Fixed video playback failing to seek to certain frames in WebM clips.
VideoFixUUM-145959
Fixed WebM Vorbis audio track reporting 0 Hz and 0 channels.
VideoFixUUM-144045
[Android] A crash caused by Vulkan video decoding workaround being applied incorrectly.
Linked bug report
UUM-145932: Native crash in AndroidVulkanVideo::ProcessFrame and AndroidVulkanVideo::Context::~Context() when switching screens

Reproduction steps: Run the Android Player with Vulkan Graphics API initialized In the Player, start a VideoPlayer playback Disable the VideoPlayer’s parent GameObject Observe the crash Reproducible with: 6000.3.13f1 Testing environment: 26.5.1 (by reporter) Reproducible with these devices: By reporter - Galaxy S21 (SM-G991N), OS: Android 12, CPU: Exynos 2100 Notes: Not reproduced by CQA The c…

Retrieved 2026-11-09
VideoFixAndroidUUM-145932
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
Blocked input events during synchronous scene loading so they aren't processed in the new scene.
WebFix
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 issue where editor crashes on exit when a manual proxy without credentials is configured on Windows.
WebFixWindows
Fixed NameFilesAsHashes functionality.
Fixed NameFilesAsHashes when building in batchmode.
Linked bug report
UUM-149003: Web Build fails with internal build system error when building in batchmode and "Name Files As Hashes" is enabled

Reproduction steps: 1. Open any new project 2. Create a Web build profile (File → Build Profiles → Add Build Profile → Web → Desktop) 3. Enable “Name Files As Hashes” option (File → Build Profiles → Web (under Build Profiles) → Publishing Settings → Name Files As Hashes) 4. Save the project and exit Unity Editor 5. Run a build in batchmode (example attached in internal notes) 6. Observe the Bu…

Retrieved 2026-11-10
Fixed scene loading race conditions when using progressive asset loading.
WebFix
Fixed stack overflow in Adb.Exec/DumpLogInternal recursion.
Fixed streaming of response body in UnityWebRequest when server does not set "Content-Length" header.
Linked bug report
UUM-146537: FetchWithProgress Content-Length detection always returns true due to incorrect null check

Description: In PlatformDependent/WebGL/UnityLoader/FetchWithProgress.js line 31, lengthComputable is computed as: var lengthComputable = typeof response.headers.get('Content-Length') !== "undefined"; Headers.get() returns null when a header is absent, and typeof null is "object", which is never "undefined". This means lengthComputable is always true, regardless of whether the Content-Length h…

Retrieved 2026-11-09
WebFixServerUUM-146537
Fixed WASM_SIZE, wasmFileSize that is used in memory profiler.
Fixed Web platform build when output asset sizes are larger than 2 GB, and the build error message if output asset sizes are larger than 4 GB (unsupported).
Linked bug report
UUM-112909: Build fails with "System.IO.IOException: The file is too long." when building with an asset that is over 2GB

How to reproduce: 1. Open the “unity-2gb-bug.zip“ project 2. Open the “terrain-demo“ scene 3. Build for WebGL Expected result: Build does not fail Actual result: Build fails with “System.IO.IOException: The file is too long. This operation is currently limited to supporting files less than 2 gigabytes in size.“ Reproducible with: 6000.0.54f1, 6000.1.13f1, 6000.2.0b12, 6000.3.0a3 Reproducible e…

Retrieved 2026-11-09
Added JSPI support to enable WebGPU sync readback functions.
WebGLFix
Fixed a crash and "multisampled flag doesn't match" validation errors on the WebGPU backend when render targets were recreated, for example while resizing the canvas with matchWebGLToCanvasSize enabled.
Linked bug report
UUM-149827: Resizing window continually can crash the game

Steps to reproduce: Use the PWA template so the canvas is resized to the window Build and run for WebGPU Continually resize the window. The crash can happen randomly. Actual results: Expected results: Reproducible with versions: Not reproducible with versions: Can’t test with versions: Tested on (OS): Notes: The issue is that the destroyed texture can still be used by a BindGroup for a render …

Retrieved 2026-11-10
WebGLFixUUM-149827

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