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UNITY_64 preprocessor symbol no longer gets defined when building for any platform.
ScriptingChange
DEVELOPMENT_BUILD preprocessor symbol no longer gets defined when building for any platform. Preprocessor symbols DEBUG, ENABLE_ASSERTIONS and ENABLE_PROFILER now only get defined in appropriate managed code variants (debug, checked and instrumented, respectively). BuildOptions.ForceEnableAssertions, CodeAnalysisFlags.DevelopmentBuild, ScriptCompilationOptions.DevelopmentBuild, ScriptCompilationOptions.Assertions and AssemblyBuilderFlags.DevelopmentBuild have been removed: script compilation is now only affected by the managed code variant.
ScriptingBreaking
Changed text serialized files so they begin with a %UNITY format version directive, which makes an earlier version of Unity report an explicit error when opening a file saved in this version instead of loading it with missing data.
SerializationChange
Text serialized files such as scenes and prefabs no longer start with a %UNITY 7.0 line, so Unity 6 can open them again, and files saved with that line still load.
SerializationChange
Reflected function fallback keys now use the fully qualified signature (this will not impact correct usage of the ProviderKey hint).
ShadergraphChange
Removed the Back To Front and Front To Back Render Face options from URP Shader Graphs. Shader Graphs and materials saved with these options now render front faces only.
ShadergraphBreaking
Surface shaders are now marked as deprecated.
ShadersBreaking
UnityEditor.Rendering.CoreBuildData.developmentBuild is now an error to use instead of a warning. It was already obsolete since Unity 6.6 and always returned false. Use UnityEditor.Rendering.CoreBuildData.useDiagnosticChecks instead.
SRP CoreChange
The URP sample template no longer includes a copy of the TextMesh Pro essential resources and uses the built-in resources from the uGUI package instead.
TextMeshProChange
Built-in USS filter functions with missing or wrong-typed arguments now use the filter's default values and log a warning instead of an error.
UI ToolkitChangeUUM-155773
Changed Constant Physical Size panels to account for the Game view's Low Resolution Aspect Ratios setting when resolving scale.
UI ToolkitChange
Changed theme style sheets to rank above Unity's built-in styles regardless of selector specificity; the previous behavior can be restored with the Legacy Theme Priority setting in Project Settings > UI Toolkit.
UI ToolkitChange
Changed touch dragging of ScrollView content on world-space panels so the content follows the finger pixel for pixel, regardless of the Pixels Per Unit setting.
Linked bug report
UUM-139596: UITK WorldSpace ScrollView behaviour on Mobile

R.e. ScrollView behaviour in Worldspace UI on Mobile devices: On touch devices, the scrolling should work as follow: * When we touch the scroll bar and move it up and down, it should follow your finger. And the grid should move in the opposite direction. That works as expected in the video But when you touch the grid and drag it around, the grid should follow your finger, and the scroll bar sh…

Retrieved 2026-11-09
UI ToolkitChangeUUM-139596
Importing localization shared table data that has two entries using the same key now renames the duplicate and logs a warning.
UI ToolkitChangeUUM-151766
The Editor theme style sheet is now applied to the root of the Editor window panel instead of EditorWindow.rootVisualElement, so it no longer appears in rootVisualElement.styleSheets.
UI ToolkitChange
UI Toolkit runtime panels no longer discard input events when the application is not focused; whether input is delivered while unfocused is now controlled by the input settings.
UI ToolkitChange
Changed how the batching runs for the completion of any remaining DebugDraw jobs still running from the previous frame in, before the streams are cleared for re-use. This may improve performance when using DebugDraw
Unity PhysicsChangeUUM-152608
Moved Light Falloff Mode from the URP Asset to Graphics Settings.
URPChange
Removed a warning displayed at build time in specific Light setup that is breaking build determinism for Content Directory builds.
URPChange
Removed a warning displayed at build time in specific XR setup that is breaking build determinism for Content Directory builds.
URPChangeXR
Renamed the Light Falloff Mode option from Linear to Quadratic.
URPChange
Fix ArgumentException when using overlay camera in 2D Renderer.
Linked bug report
UUM-148111: "ArgumentException: An item with the same key has already been added" is thrown when the Base and Overlay cameras of a 2D camera stack use different Renderers

Reproduction steps: Open the attached "IN-145480_REPRO" project Open the "Assets/Scenes/SampleScene.unity" scene Make sure both the Game view and the Scene view are visible Enter Play Mode Observe the Console Actual result: The Console continuously prints "ArgumentException: An item with the same key has already been added" Expected result: No error is thrown Reproducible with: 6000.0.0b11, 60…

Retrieved 2026-11-10
Fix case where crash with multiple stack traces when Sprites with a high resolution get Sliced to a Grid with a small cell size in the Sprite Editor
Fix case where ideo is not rendered when the VideoPlayer GameObject is disabled and re-enabled after playback starts while using Material Override render mode
Fix intermediate texture not created when requested by render pass
Linked bug report
UUM-145892: RenderGraph Blit/Copy sample throws "texture handle does not have a valid descriptor" error when the Copy Render Feature is used with the 2D Renderer

How to reproduce: Open attached "IN-145916_Rendererror.zip" project Enter Play mode Observe the Console Actual result: "Render Graph Execution error", ArgumentException "texture handle does not have a valid descriptor" errors are thrown in the Console Expected result: No errors are thrown Reproducible with: 6000.0.0f1, 6000.0.78f1, 6000.3.18f1, 6000.5.1f1, 6000.6.0b1, 6000.7.0a1 Reproducible o…

Retrieved 2026-11-09
Fix issues where Unsaved Changes Detected pop-up are doubled after editing Sprite Atlas asset if it was open on multiple Inspector windows and choosing the Discard option
2DFixWindowsUUM-151573
Fix section headers for 2D/Grid Brush and 2D/Tile Palette preferences
Linked bug report
UUM-149246: Section headers "Grid Brush Flood Fill Extents" and "Grid Brush Scene View Text" don't follow the documented header-sizing convention (Preferences > 2D > Grid Brush)

Steps to reproduce: Create or open a project Open Preferences > 2D > Grid Brush Compare the font size of the page title "Grid Brush" against its section headers "Grid Brush Flood Fill Extents" and "Grid Brush Scene View Text" For reference, compare against Preferences > 2D > Physics ("Physics" title vs "Colliders"/"Contacts" headers) or Project Settings > Analysis > Project Auditor ("Project A…

Retrieved 2026-11-10
Fixed "Strip 2D Unused Variants" stripping a Light 2D shader variant that is still in use, which made some 2D lights render magenta in Player builds when another light was culled.
Fixed 2D lights changing position and orientation when rotating an Android device in projects built with Vulkan and Apply display rotation during rendering enabled.
Linked bug report
UUM-147359: 2D lights change position and orientation when rotating a device and project is built with Vulkan and PreTransform enabled

How to reproduce: 1. Open the attached "IN-147968" project 2. Open Build Profiles window (File > Build Profiles) 3. Swap to Android profile 4. Make sure the "default" scene is selected in Scene List 5. Build and Run to a device 6. Rotate the device and observe the spot lights Actual result: The spot lights change position and orientation depending on the devices rotation Expected result: The s…

Retrieved 2026-11-10
2DFixAndroidUUM-147359
Fixed 2D projected shadows not rendering on some platforms
Fixed a "No script asset for ShadowCasterPath" warning when you undo or redo a Shadow Caster 2D shape edit in Play mode.
Linked bug report
UUM-152935: "No script asset for ShadowCasterPath." warning is thrown after performing Undo action for ShadowCaster shape changes in Play Mode

Steps to reproduce: Open the attached project Open the SampleScene Enter Play mode Switch to Scene View Select the Triangle object in the Hierarchy Press the Edit Shape Button for the ShadowCaster2D component in the Inspector window Change the ShadowCaster's shape Perform an Undo action Observe the Console window Actual results: Undo action is performed correctly, however "No script asset for …

Retrieved 2026-11-10
Fixed a crash that could occur when a Sprite was destroyed while the render thread was still uploading its vertex buffer.
Fixed a crash when entering Play Mode with a Tilemap whose tiles re-enter the Tilemap API during StartUp.
Fixed a NullReferenceException thrown every frame by a 2D Light of type Provider whose Light2DProvider returns no mesh.
Linked bug report
UUM-153965: Light2DProvider throws NullReferenceException every frame in minimal implementation scenarios due to default mesh provider returning a null

Steps to reproduce: Open the attached project Open the PB1_AlreadyBroken Scene Observe the Console window Actual results: NullReferenceException errors are thrown every frame Expected results: Default provider returns a mesh primitive or an empty mesh Reproducible with versions: 6000.5.0a8. 6000.6.3f1, 6000.7.0b3, 7000.0.0a1 Can’t test with versions: 6000.5.0a7 and earlier (Light2DProvider cla…

Retrieved 2026-11-12
Fixed a NullReferenceException when a Light 2D created from a script is set to Freeform without a shape path.
Linked bug report
UUM-154810: "NullReferenceException" error is thrown in LightUtility.GenerateShapeMesh when a Light 2D created from a script is set to Freeform

Steps to reproduce: 1. Create a new Unity project using Universal 2D Template 2. Add attached “QAFreeformNRE.cs” script to project and add it to any GameObject in Hierarchy window 3. Enter Play Mode 4. Observe the Console window Actual results: “NullReferenceException: Object reference not set to an instance of an object” error is thrown in the Console window Expected results: no exception is …

Retrieved 2026-11-11
Fixed an "ArgumentException: Scene file not found" error when building with a deleted scene in the build list and Strip 2D Unused Variants enabled.
Fixed an "Index buffer element is out of bounds" error that removed a Shadow Caster 2D's shadow when its outline had a sub-shape with fewer than three edges and 2D Shadow Geometry was set to Enhanced.
Fixed an issue where a Tilemap did not instantiate the GameObjects of its tiles on every other scene load or Play mode entry.
Fixed an issue where dragging the Sprite Editor Window Zoom Level range in Preferences could set the minimum zoom below 50%.
Fixed an issue where lowering the maximum zoom level in the Sprite Editor Window preferences allowed the Sprite Editor to zoom out beyond the minimum zoom level.
Fixed an issue where the Shadow Displacement port on the Shadow Caster 2D Shader Graph target was read in the caster's local space instead of world space.
Fixed an issue where the Sprite Editor Window Zoom Level range in Preferences stayed wider after being dragged to the lower end and back.
Fixed child GameObjects of a Tile's instantiated GameObject remaining in the Scene after exiting Play mode or reloading the Scene.
Fixed duplicate global light error when building a player.
Fixed editor crash in SpriteDataAccessExtensions::SetVertexCount when the count is negative.
Fixed four errors logged every frame for each Light 2D that uses a custom Material whose shader does not declare the 2D lighting keywords.
Fixed inconsistent icon sharpness in the Tile Palette window.
Fixed IndexOutOfRangeException errors thrown while editing a Freeform Light 2D shape whose edges overlap.
Linked bug report
UUM-153123: IndexOutOfRangeException Errors are thrown when editing 2D Freeform light and shape's edges overlap

Steps to reproduce: Open the attached project Open the SampleScene Select the Freeform Light 2D object in the Hierarchy In the Inspector window, click the Edit Shape button In the Scene view, Edit the shape in a way, that edges overlap each other (Reference video attached) Actual results: Multiple IndexOutOfRangeException errors are thrown while editing the Shape Expected results: No errors or…

Retrieved 2026-11-10
Fixed Render Objects feature failing when depth buffer is disabled.
Linked bug report
UUM-153342: Rendering fails and errors are thrown each frame when Render Objects Renderer Feature is added with Depth/Stencil Buffer disabled

Steps to reproduce: Create and open a new URP 2D project Select the Renderer2D asset in Assets/Settings Untick the "Depth/Stencil Buffer" Add "Render Objects" Renderer Feature at the bottom Observe the Game/Scene view and Console Actual results: Game/Scene view fail to render, NullReferenceExceptions and "Render Graph Execution error" are thrown Expected results: Game/Scene views continue to r…

Retrieved 2026-11-10
Fixed Shadow Caster 2D so that the shape outline is drawn in the Scene view for every Casting Option, including Self Shadow and No Shadow.
Fixed shadows from a Shadow Caster 2D that uses a Collider 2D (for example a Tilemap Collider 2D) as its casting source flickering in the Scene and Game views.
Linked bug report
UUM-147033: ShadowCaster2D shadow flickers in the Editor's Scene and Game Views when Tilemap Shadow Caster's Casting Source is set to Tilemap Collider 2D

Steps to reproduce: Open the attached project Open the "Level" scene (Assets/Scenes/Level.unity) In the Hierarchy, select the "player_idle_0" Object Move cursor in and out of Scene or Game Views Observe the shadow cast by the "Ground" Tilemap (its ShadowCaster2D has Casting Source = Tilemap Collider 2D) Actual results: Lights flicker intermittently ignoring Shadow Casters Expected results: Lig…

Retrieved 2026-11-11
Fixed slow Apply in the Sprite Editor on textures with many sprites.
Fixed the active Brush changing to the last selected Brush Pick when the Brush Pick filter was toggled on and off.
Fixed the camera sorting layer texture resolution being affected by the Render Scale setting on the 2D Renderer.
Linked bug report
UUM-151723: Camera sorting layer texture is affected when changing Render Scale on Renderer2D

How to reproduce: Open the attached “IN-152053” project Open the “SampleScene” scene In the Project window navigate to the Assets\Settings folder and click on Renderer2D In the Inspector window change the Render Scale to some lower value Observe the Game view Actual result: Sprite resolution changes and it gets more pixelated Expected result: Sprite resolution does not change Reproducible with…

Retrieved 2026-11-10
Fixed the Grid Selection Offset, Rotation and Scale fields in the Inspector not updating while dragging a Grid Selection gizmo in the Scene view.
Fixed the Grid Selection transform and color fields accepting input that was silently discarded when the selection contains no Tiles. The fields, selection tools and Delete Selection button are now disabled in that case.
Fixed the Open Tile Palette button and Tilemap Focus dropdown not filling the full width of their Scene view overlay.
Linked bug report
UUM-151417: "Open Tile Palette" menu item doesn't fully fill the width of its dropdown overlay in the Scene view

How to reproduce: 1. Create a new Unity project using the Universal 2D template 2. In the Project window, right-click -> Create -> 2D -> Tiles -> Hexagonal Rule Tile 3. Select the created Asset 4. In the Scene view, observe the "Open Tile Palette" Overlay Expected results: The "Open Tile Palette" menu item fills the full width of the Overlay Actual results: The "Open Tile Palette" menu item is…

Retrieved 2026-11-10
Fixed the Sync Active Palette button in the Tile Palette window being cut off or hidden when the window is resized horizontally.
Linked bug report
UUM-152530: Sync Active Palette button in the Tile Palette window is easily cut off or covered due to horizontal window scaling

Steps to reproduce: Open the attached project Observe the Sync Active Palette button next to the Tile Palette drop-down Scale the Tile Palette window horizontally and observe the button Actual results: The button gets easily cut off or covered as other elements are prioritised, leaving it inoperable despite free space being present Expected results: The Sync Active Palette button remains visib…

Retrieved 2026-11-10
Fixed Tilemap tile data potentially being copied incorrectly when refreshing tiles.
Fixed Tiles in the Tile Palette window rendering in solid grey after exiting Play mode when Domain Reload is disabled.
Fixed URP 2D editor-only icons being included in player builds.
Fixes LineRenderer not initializing correctly when toggling enable on game object.
Linked bug report
UUM-147747: LineRenderer using URP SpriteLitDefault Material becomes invisible when animating its "Material._Renderer Color" property and disabling and reenabling the GameObject

Steps to reproduce: 1. Create a new 2D URP project 2. Open the “SampleScene” scene 3. Create a new GameObject with Animator and LineRenderer components 4. Create a Material using the Universal Render Pipeline/2D/Sprite-Lit-Default shader, and assign any texture to the “Diffuse” slot 5. Assign the Material to the LineRenderer. 6. Create an animation for the GameObject 7. Add the LineRenderer's …

Retrieved 2026-11-10
Inspector - Unsaved Changes Detected pop-up shows for each Inspector window when editing Sprite Atlas asset
Platform specific overrides panel for Sprite Atlas asset does not support Undo or Redo operations
Reduced CPU cost of 2D lights and shadow casters that do not use a custom material.
The Search window no longer renders blank for a few seconds the first time it opens.
Update error log when accessing index out of bounds meaningful.
Fixed Adaptive Performance settings being deleted from a Build Profile when an invalid clipboard payload was pasted into them.
Adaptive PerformanceFixUUM-152371
Fixed indexer logic to handle when low utilization and thermal values cause performanceAction to become StateAction.Increase, indicating we have headroom to increase quality.
Adaptive PerformanceFix
Fixed pasting a Build Profile with Adaptive Performance disabled not clearing the Adaptive Performance settings of the profile it was pasted into.
Adaptive PerformanceFixUUM-152504
Fixed pasting a clipboard that holds no Adaptive Performance settings into a Build Profile silently doing nothing instead of reporting that the clipboard cannot be pasted.
Adaptive PerformanceFixUUM-152505
Fixed pasting a modified clipboard payload into a Build Profile adding an unrelated ScriptableObject as a hidden sub-asset and removing the existing Adaptive Performance settings.
Adaptive PerformanceFixUUM-152376
Fixed a crash in the Editor and development builds when an Experimental.AI.NavMeshQuery created with Allocator.Temp was disposed after its NavMesh had been destroyed.
AIFix
Fixed a crash when a copy of a NavQueryBuffer was used for a pathfinding operation after the buffer it was copied from had been disposed. In the Editor and in development builds such a copy now reports itself as disposed, the same as a buffer that was disposed in place.
The sourceBounds from a NavMeshData object generated far from origin were incorrectly including the origin. These bounds now wrap tightly around the meshes used for building the NavMesh.
Linked bug report
UUM-152672: NavMeshData sourceBounds include the build origin when all sources are on one side of the origin position

Reproduction steps: 1. Open the attached project “NavMeshTest” 2. In the Hierarchy window select “NAV MESH 1” GameObject 3. In the Inspector window Bake the NavMeshSurface 4. In the Hierarchy window select “NAV MESH 2” GameObject 5. Repeat step 3 6. Inspect “NAV MESH 1” and “NAV MESH 2” bounds in the Game view Expected result: Bounds for both GameObjects only include geometry Actual result: Bo…

Retrieved 2026-11-10
Fix "Failed to find target with hash string android-37" when Target API Level 37 is selected.
Linked bug report
UUM-150216: Build fails with "Failed to find target with hash string 'android-37'" when Target API Level 37 is selected

How to reproduce: 1. Open the attached “IN-151630.zip” project 2. Go to Build Profiles (File → Build Profiles) 3. Build for Android 4. Observe the Console window Actual result: The build fails Expected result: The build finishes successfully Reproducible with: 6000.0.82f1, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Could not test with: 6000.0.0f1 (Android API 37 not supported error) Rep…

Retrieved 2026-11-10
AndroidFixUUM-150216
fix SIGSEGV on Application.Quit() when the cursor was ever set
AndroidFixUUM-153932
Fixed a false-positive Java heap leak failure in the Android player-unloading integration test by excluding first-reload warmup from the baseline.
AndroidFixUUM-150246
Fixed an issue on OpenGL where Unity's render thread would attach/detach to the JVM multiple times in a frame, causing unnecessary allocations.
AndroidFixUUM-155309
Fixed Android native libraries having a GNU_RELRO segment that was not aligned to 16 KB. libc++_shared.so will stay unaligned until the next NDK update.
Linked bug report
UUM-156603: Core Android libraries fail to satisfy 16-KB page alignment when building for ARM64 using the IL2CPP scripting backend

How to reproduce: Create a new empty 3D project Navigate to File -> Build Profiles and switch the platform to Android Navigate to Edit -> Project Settings -> Player -> Other Settings Set Scripting Backend to “IL2CPP” and Target Architectures to “ARM64” Build the project to generate an APK Extract the built APK (e.g., rename to .zip and unzip) and navigate into the lib/arm64-v8a/ folder to loca…

Retrieved 2026-11-11
AndroidFixUUM-156603
Fixed CanBuildWithSymlinkSources flakiness caused by parameterized runs sharing a temp export directory.
AndroidFixUUM-149303
Fixed freeze when relaunching GameActivity immediately after unload in UaaL mode.
AndroidFixUUM-149857
Fixed the Compile SDK Version dropdown in Android Player Settings listing API levels that are lower than the minimum supported compile API level.
AndroidFixUUM-151786
Fixed WebCamTexture taking several seconds to resume after the app regains focus or another app releases the camera, for example in split-screen mode.
AndroidFixUUM-155066
Stop requiring minSdk/targetSdk platform SDK to be installed in CheckAndroidSDK.cs.
AndroidFixUUM-151750
Crash when calling AnimationUtility.SetAdditiveReferencePose` with a null clip or referenceClip.
Linked bug report
UUM-150816: Crash on AnimationClip::SetAdditiveReferencePose when the AnimationClip arguments for AnimationUtility.SetAdditiveReferencePose are null

How to reproduce: Open the attached "IN-150969" project In the menu bar, select "Bug Repro" > "AnimationUtility null clips" > "1. CrashSetAdditiveReferencePose" Observe the crash Reproducible with: 6000.0.0f1, 6000.0.82f1, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Reproducible on: Ubuntu 24.04 LTS, Ubuntu 26.04 LTS (by user), Windows 10 Pro Not reproducible on: No other environments te…

Retrieved 2026-11-10
AnimationFixUUM-150816
Dedicated discrete integer curve support in AnimationClip to fix support of a limited ranges of values for discrete integer properties.
AnimationFixUUM-149600
Fixed an issue where clicking in the "Edit Key" fields of the Animation Window curve view wouldn't deselect the text in the field.
Linked bug report
UUM-140166: 'Time' and a 'value' properties cannot be deselected when editing animation keys in Curves section

Steps to reproduce: Create and open a new project Select Main Camera Open Window -> Animation -> Animation Create a new clip and add the Transform properties to it Edit the Position transform in the Inspector and right-click Create a keyframe anywhere in the Animation window Change to the 'Curves' section in the Animation window Right-click on any key and press "Edit Key..." Click anywhere on …

Retrieved 2026-11-09
AnimationFixUUM-140166
Fixed Animator transitions with Bool or Int conditions evaluating incorrectly after the referenced parameter was deleted and re-created with a different type.
AnimationFixUUM-149420
Fixed methods with an AnimationEventInfo parameter not being listed in the Function dropdown of the Animation Event Inspector.
Linked bug report
UUM-155319: Methods with an AnimationEventInfo parameter are missing from the "Function" dropdown when selecting a function for an Animation Event

How to reproduce: Open the attached "IN-154327" project In the Hierarchy, select the "Test" GameObject In the menu bar, select "Window" > "Animation" > "Animation" In the Animation window, select the event marker on the "New Animation" clip In the Inspector, open the "Function" dropdown and select "Methods" > "Test" Observe the listed methods Actual result: Only "OnEvent_NoParameter()" and "On…

Retrieved 2026-11-10
AnimationFixUUM-155319
Fixed the Select Game Object window not appearing when selecting Other... from the Animation Preview Model dropdown a second time.
Linked bug report
UUM-148566: "Select Game Object" window doesn't appear when selecting "Other..." from the Animation Preview Model dropdown a second time

Reproduction steps: 1. Create a new project 2. Create Animation Controller and Animation Clip in the Project window (Create > Animation) 3. Window > Animation > Animator 4. Right-click in the Animator window and select Create State > Empty twice to create two States 5. Right-click on one of the States, select Make Transition option and connect it to another State 6. Attach Animation Clip to bo…

Retrieved 2026-11-11
AnimationFixUUM-148566
On tvOS, pressing the Menu button now exits fullscreen video playback in Full, Minimal, and CancelOnInput control modes, not just CancelOnInput.
Apple TVFixtvOSUUM-149896
Fixed a player crash when instantiating a prefab from an AssetBundle that was reached through a reference to a child object of a prefab in another AssetBundle.
Asset BundlesFixUUM-141605
Fixed AssetBundle build reports not recording time or log messages for pre/post-process build callbacks.
Asset BundlesFixUUM-143933
Fixed AssetBundle content hashes changing between builds of unchanged content with Addressables or the Scriptable Build Pipeline, causing players to redownload unmodified bundles. Affected bundles get a new hash on the first build after upgrading.
Linked bug report
UUM-148841: AssetBundle Hash Changes When ShaderVariantCollection Entries Are Serialized in Session Instance-ID Order

How to reproduce: 1. Download and extract the attached “IN-149802” project 2. Delete the Library folder from the project 3. In command prompt, run the command: <editor> -batchmode -nographics -projectPath <proj> -executeMethod SVCRepro.Run -logFile run1.log -quit 4. Run this command to list the shaders by ascending instance ID from run1.log: grep 'SVCREPRO ID' run1.log | sed 's#./(S[0-9])\.sha…

Retrieved 2026-11-11
Asset BundlesFixUUM-148841
Fixed a docked Import Activity window disappearing and showing as "Failed to load" after maximizing and restoring a different docked window.
Asset ImportFixUUM-148146
Fixed an Editor crash in Transform when an asset reimport unloaded objects that were still loaded.
Asset ImportFixUUM-126651
Fixed Asset Import Workers running on Direct3D12 when the Editor was started with a different forced graphics API, such as -force-d3d11. Workers now inherit the graphics API requested on the Editor command line.
Asset ImportFixUUM-147604
Fixed default presets for some importers, such as SVGImporter, no longer being applied after restarting the project.
Linked bug report
UUM-146265: SVGImporter preset added to the Preset Manager changes to a ScriptedImporter when restarting the project

How to reproduce: 1. Create a new project 2. Open the Preset Manager (Edit -> Project Settings -> Preset Manager) 3. Add the "SVGImporter" preset (press “Add Default Preset”, then search "SVG") 4. Close the project 5. Open the project again 6. Open the Preset Manager 7. Observe the Preset Manager Actual result: The "SVGImporter" has changed into a "ScriptedImporter" Expected result: "SVGImport…

Retrieved 2026-11-11
Asset ImportFixUUM-146265

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