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7000.0.0a959 shown
WebGPU fix for incorrectly mapped ASTC sRGB formats.
WebGLFixUUM-154502
WebGPU: improve memory usage of uniform buffers and dynamic vertex buffers
WebGLFixUUM-152972
[WebGPU] improve cacheability of shaders by not including source location in the compiled shader.
WebGLFixUUM-151724
Added DisplayInfo.RegisterLayoutChangedCallback and DisplayInfo.UnregisterLayoutChangedCallback, which notify the application when a display is connected, disconnected or reconfigured.
WindowsFix
Fixed a top-level menu returning to the wrong position in the menu bar after being removed and restored.
WindowsFix
Fixed Auto Graphics API being disabled and the graphics API list being forced to Direct3D11 when opening a project that has no recorded Editor version.
WindowsFixUUM-147208
Removed extraneous files under CoreCLR\native in builds when using Create Visual Studio solution build setting.
WindowsFixUUM-156109
Fixed an issue where URP scenes rendered black on Meta Quest 2 with Vulkan and MSAA, for example scenes with decals and no transparent objects.
Fixed incorrect "!" icon displayed in XR Plug-in Management Help Box, while in Light Mode
Fixed Quad Views motion vector reuse optimization for Application SpaceWarp to correctly handle eye-tracking on capable platforms, avoiding jittering artifacts in the inset region.
Fixed SubsystemWithProvider.Start not throwing an ArgumentNullException when called after the subsystem was destroyed, which restarted the destroyed provider.
Linked bug report
UUM-151411: SubsystemWithProvider.Start returns without throwing an exception when it is called after the subsystem has been destroyed

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

Retrieved 2026-11-11
OnDemandRendering.effectiveRenderFrameRate returns the correct refresh rate on XR devices instead of a default value.
XRFix
Quad Views: Fixed issue regarding post processing being applied to both the inner and outer passes separately.
Quad Views: Fixed issue where lights were culled within view when forward+ was enabled, causing artifacts in the periphery.
Rendering no longer stops on Quest 2 with OpenGL ES3 when a scene changes the MSAA level.
XR Core Utilities: Fixed the Project Validation window so that it never tries to display NaN amount of progress to the Editor's progress bar.
XRFix
XR Plug-in Management: Fixed issues related to the AutoStaticsCleanup lifecycle attribute, ensuring that statics are properly reset as required by CoreCLR.
XRFix
XR Plug-in Management: Fixed the merge behavior of [ManifestRequirement.OverrideElements](xref:Unity.XR.Management.AndroidManifest.Editor.ManifestRequirement.OverrideElements), as used by IAndroidManifestRequirementProvider:
XRFix
Repeatable elements identified by name, such as meta-data, uses-feature and activity, with a "name" key only overwrite elements with a matching "name" key. Elements that can only occur once, such as application, are still overwritten in place when a "name" key is given.
FixesFix
Elements with conflicting true/false values for the "required" key resolve to "true".
FixesFix
Elements with conflicting values for the "version" key resolve to the highest provided version number.
FixesFix
6000.3.26f141 shown
Black screen is shown when Bloom is active with 2D Renderer
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
6000.3.0a16000.0.51f1Known issueCautionUUM-150232
6000.3.14f1: [Multiplayer Play Mode] Play Mode Scenario stays in the "Deploying" state when entering Play mode with an additional Editor instance and the Vulkan graphics API
Linked bug report
UUM-154645: Play Mode Scenario stays in the "Deploying" state when entering Play mode with an additional Editor instance and the Vulkan graphics API

Reproduction steps: 1. Open the attached "IN-154918" project 2. In the menu bar, navigate to "Edit" > "Project Settings" > "Player", under "Other Settings", make sure "Vulkan" is first in the "Graphics APIs" list 3. Make sure "NewPlayModeScenario" is selected in the Play Mode Scenario dropdown next to the Play button 4. Enter Play mode 5. Observe the "Starting Scenario" status Actual result: T…

Retrieved 2026-11-10
Known IssuesKnown issueCautionUUM-154645
7000.0.0a5: Crash on mono_class_get_name when building Addressables content with a serialized type that derives from List<T>
Linked bug report
UUM-155711: Crash on mono_class_get_name when building Addressables content with a serialized type that derives from List<T>

Steps to reproduce: Open the attached project Build the content: Window > Asset Management > Addressables > Groups > Build > New Build > Default Build Script Observe the Editor Actual result: The Editor crashes during the build. In batchmode the process exits with code 139 and the build never returns. Expected result: The build does not crash the Editor. The type is screened out before its ser…

Retrieved 2026-11-10
Known IssuesKnown issueBlockerUUM-155711
7000.0.0a5: Crash on Scripting::LogExceptionFromManaged and "BadImageFormatException: Bad IL format." fatal error when upgrading a project from Unity 6 to 7000.0.0a5 or above
Linked bug report
UUM-156142: Crash on Scripting::LogExceptionFromManaged and "BadImageFormatException: Bad IL format." fatal error when upgrading a project from Unity 6 to 7000.0.0a5 or above

How to reproduce: 1. Open the attached “IN-156595” project with 7000.0.0a7 2. Observe the “BadImageFormatException: Bad IL format.“ fatal error 3. Click “Quit“ 4. Observe the crash Reproducible with: 7000.0.0a5, 7000.0.0a8 Not reproducible with: 6000.0.84f1, 6000.3.26f1, 6000.6.6f1, 6000.7.0b4, 7000.0.0a1 Reproduced on: Windows 11 Not reproduced on: No other environment tested Notes: The proje…

Retrieved 2026-11-11
Known IssuesKnown issueBlocker
Crash on mono_log_write_logfile when more than one copy of bee_backend is running
Linked bug report
UUM-142773: Crash on mono_log_write_logfile when more than one copy of bee_backend is running

How to reproduce: Create a new URP project In the Player settings, change the Active Input Handling setting to any other option In the following prompt about restarting the Editor, select "accept" When the Editor loading window appears, close it by clicking x at the top right corner of the window Open the Windows task manager and type "bee" in the search bar Launch the project again and let th…

Retrieved 2026-11-09
Known IssuesKnown issueBlockerUUM-142773
Re-Adding the Linux Headless Simulation build target for Simulation Pro clients
EditorFeatureLinux
Updated the Android Gradle Plugin (AGP) version from 9.0.0 to 9.1.1.
AndroidChange
Fix TilemapRenderer flicker when editing Grid Selection scale/rotation
Linked bug report
UUM-146002: Tile Sprite flickers when using Grid Selection Scale and Rotation axis sliders

Reproduction steps: 1. Create a new Universal 2D project 2. Window > 2D > Tile Palette > Create New Tile Palette > Create 3. Create > 2D > Sprite 4. Drag newly created Sprite into the Tile Palette window 5. Click “Paint with active brush” button and select Sprite tile in the Tile Palette window 6. Paint Sprite onto the grid in the Scene view 7. Click “Select an area of the grid” button and sel…

Retrieved 2026-11-09
Fixed 2D Renderer upscaling using incorrect viewport size
Linked bug report
UUM-151621: Render Scale produces mis-scaled output when using the 2D Renderer with post-processing enabled

How to reproduce: Open the attached “IN-149701” project Open Assets > “1” Scene Locate Assets > New Universal Render Pipeline Asset.asset > Quality > Render Scale Set Render Scale to "1.5" Set Render Scale to "0.5" Observe the Scene view Actual result: The image is mis-scaled at any Render Scale other than 1 - below 1 it renders low-res and is not upscaled to fill the screen, above 1 it stretc…

Retrieved 2026-11-11
Fixed an issue where Tilemap.tilemapPositionsChanged and tilemapTileChanged callbacks didn't invoke when SetTiles changed only the transform or color of a tile.
Fixed an issue where TilemapRenderer inherited normal maps from other Tiles when a Tile did not have a normal map.
Linked bug report
UUM-145359: Tiles inherit Normal Maps from other Tiles when no Normal Map is assigned

How to reproduce: 1. Open the attached “IN-145873” project 2. Open the scene “SampleScene” 3. Observe the Scene view Actual result: Pipe tiles have Walkway tiles' normal texture rendered on them Expected result: Pipe tiles should not have any normal texture rendered on them Reproducible with: 6000.0.0f1, 6000.0.78f1, 6000.3.18f1, 6000.4.12f1, 6000.5.1f1, 6000.6.0a7 Reproducible on: Windows 11 …

Retrieved 2026-11-09
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 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
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
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 sequential command line builds started with -activeBuildProfile compiling scripts for the previously active platform.
Build PipelineFixUUM-150775
Don't optimize the projection matrix when Vulkan pre-transform may rotate it
Linked bug report
UUM-150650: OptimizeProjectionMatrix zeroes the Vulkan pre-transform rotated projection matrix, so Canvas Shader Graph elements clipped by a RectMask2D are not rendered on Android

Steps to reproduce: 1. Open the attached user's project "3478286-cqa-repro.zip" 2. Make sure the build target is Android 3. Enable "Apply display rotation during rendering" (Player Settings > Android) 4. Set the graphics API to Vulkan 5. Open the "Repro" Scene and observe the green and red quads in the Game view 6. Build and Run the project on an Android device and rotate the device 7. Observe…

Retrieved 2026-11-10
EditorFixUUM-150650
Fixed a bug where the Linux Editor wasn't anchoring the Help and Window menus to the end of the main menu bar.
EditorFixLinuxUUM-113169
Fixed a deadlock when exiting Play Mode while asynchronous shader compilation was still in progress on Direct3D12.
Linked bug report
UUM-152966: Deadlock on exiting Play Mode when a Shader is destroyed while async shader compilation has queued variant requests for a different shader with Graphics Jobs enabled

How to reproduce: 1. Open the attached Project 2. Run Tools -> Bug repro Actual result: Editor deadlocks and is no longer responding, CPU usage drops to 0 Expected result: Process runs through 40 cycles and Editor can be used normally Reproducible with: 6000.0.85f1, 6000.3.13f1, 6000.3.24f1, Not reproducible with: 6000.3.12f1, 6000.6.2f1, 6000.7.0b2, 7000.0.0a1 Reproducible on: Windows 11 Not …

Retrieved 2026-11-11
EditorFixUUM-152966
Fixed account dropdown display when entering play mode
Linked bug report
UUM-150759: Username field briefly displays "Sign in" when entering Play mode

How to reproduce: Create an empty project and open it Enter Play mode Observe the result in the top-left corner of the Unity editor Actual result: The username field flickers with “Sign in” before reverting to the signed-in user’s name Expected result: The username field keeps displaying the signed-in user’s name Reproducible with: 6000.3.0a2, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 …

Retrieved 2026-11-10
EditorFixUUM-150759
Fixed an issue where switching back to a Windows Build Profile with Intel 32-bit architecture could leave the active build target as Intel 64-bit (StandaloneWindows64) instead of Intel 32-bit (StandaloneWindows).
Linked bug report
UUM-143128: Windows platform Architecture switching from "Intel 32-bit" to "Intel 64-bit" in backend when switching Active Build Profile back to windows from any other platform

How to Reproduce: 1. Open the attached “IN-142893” project 2. Open “Build Profiles” window 3. Make sure that under “Windows” Platform Settings, “Architecture” is set to “Intel 32-bit” 4. Switch Active Profile to “Android” 5. Switch Active Profile back to “Windows” 6. Observe latest Console Log Actual Result: Latest Console Log says “Active Build Target Changed: StandaloneWindows64” Expected Re…

Retrieved 2026-11-11
EditorFixWindowsUUM-143128
Fixed the Editor crashing when pressing Cmd+Q more than once while the "Scene(s) Have Been Modified" dialog is displayed. Fixed two "Scene(s) Have Been Modified" dialogs being displayed when quitting the Editor in Play Mode with unsaved changes. Fixed the Editor crashing on quit when a script subscribed to EditorApplication.quitting modified an Editor window. Fixed the Escape key not selecting Cancel in Editor dialogs.
Linked bug report
UUM-149668: Crash deleting GUIView's RenderTarget with CMD + Q" in Play and unsaved changes

How to reproduce: Create and open a new project In the Project window, create and open a new Scene In the Hierarchy, add any GameObject Ensure that the changes made are not saved Enter Play Mode Press “CMD + Q” or select “Unity → Quit” in the menu bar When the “Scene(s) Have Been Modified” window pops up, press “CMD + Q” twice Observe the crash Reproducible with: 6000.0.17f1, 6000.0.81f1, 6000…

Retrieved 2026-11-10
EditorFixUUM-149668
Fix a bug where APV bake fails when scene contains a VFXRenderer.
Linked bug report
UUM-150965: APV: "InvalidCastException: Specified cast is not valid" is thrown during Generate Lighting when a static GameObject has a MeshFilter and a Visual Effect (VFXRenderer) Component

Steps to reproduce: Create a new 3D (URP) project In Edit > Project Settings > Quality > current URP asset, make sure Light Probe System is set to Adaptive Probe Volumes Create a Cube (GameObject > 3D Object > Cube), and with the Cube selected press Add Component and add a Visual Effect component With the Cube selected, enable the Static checkbox in the top right of the Inspector (Contribute G…

Retrieved 2026-11-10
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 text fields not scrolling to keep the cursor visible when typing text longer than the visible field width, such as when renaming an asset in the Project window.
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
Fix keyboard sometimes closing when switching between TMP input fields with the same parameters.
Fixed the macOS Editor ignoring internal tick requests while its window was unfocused, which made async and coroutine-based execution run slower than when focused.
macOSFixUUM-151097
Fixes linear rendering for Unity Render Service for Android
N/A \(internal\)FixAndroidUUM-129914
Fixed UnityWebRequest cookies occasionally reverting to an older value when a slower request completed after a faster concurrent request to the same host had already set a newer cookie.
Linked bug report
UUM-150958: UnityWebRequest cookie cache rolls back to an older value when a slow concurrent request completes without a Set-Cookie header

How to reproduce: Open the attached “IN-152325“ project Open a Terminal in the project directory In the Terminal, run this command: py tools/server.py to start the test server In the Editor, enter Play mode In the Tools menu, run the CookieRollbackTest (Tools > CookieRollbackTest > Run test) Observe the console Actual result: The Console shows “actually received: v1” Expected result: The Conso…

Retrieved 2026-11-10
NetworkingFixUUM-150958
UnityWebRequest: Fixed a freeze when quitting a standalone player while an ongoing request was still resolving DNS against an unresponsive or slow DNS server.
Linked bug report
UUM-151643: Standalone Player becomes unresponsive before closing when using Alt+F4 under a DNS black-hole configuration

Steps to reproduce: Open a terminal in the attached “IN-152792“ project folder and run: python .\repro-scripts\dns_sink.py Leave the DNS sink running and open another terminal Find the active network interface and note its InterfaceIndex and current ServerAddresses: Get-DnsClientServerAddress -AddressFamily IPv4 | Where-Object ServerAddresses | Format-Table InterfaceIndex,InterfaceAlias,Server…

Retrieved 2026-11-10
NetworkingFixServerUUM-151643
GameObjects cast correct shadows after Shader.globalMaximumLOD is changed at runtime.
Linked bug report
UUM-150226: GameObjects cast identical shadows in the built Player after Shader.globalMaximumLOD is changed at runtime

Steps to reproduce: 1. Open the attached user's project "TestURP.zip" 2. Build a Windows/macOS Standalone Player 3. Click the "Shadows On" GUI button 4. Look at the shadows Actual result: The two cubes have the same shadows Expected result: The two cubes have different shadows (See "Results.png") Reproducible with: 6000.0.81f1, 6000.3.22f1, 6000.5.8f1, 6000.6.0b8, 6000.7.0a4 Could not test on …

Retrieved 2026-11-10
PlayerFixUUM-150226
Fixed a NullReferenceException thrown when saving an empty Standalone Profiler recording.
Linked bug report
UUM-150588: Saving an empty Standalone Profiler recording via the top menu throws a NullReferenceException

Steps to reproduce: Open the attached project Open the Standalone Profiler window (Window -> Analysis -> Profiler (Standalone Process)) With the Standalone Profiler window selected, expand the File section in the Top menu Select the "Save to profile data option.." Observe the Console window Actual results: NullReferenceException is thrown after saving the data Expected results: No exceptions o…

Retrieved 2026-11-10
ProfilerFixUUM-150588
Fixed labelling of Unrooted Allocations associated with GraphicsStateCollection Allocations.
Linked bug report
UUM-139555: Native allocations appear as Unrooted when tracing GraphicsStateCollection

How to reproduce: 1. Open the attached “IN-139002“ project 2. Go to (File > Build Settings) and enable Development Build 3. Build and run for iOS 4. Open the Memory Profiler (Window > Analysis > Memory Profiler) 5. In the Memory Profiler, select the Target Selection dropdown (default value is "Editor") and choose the running iOS Player 6. Press Capture in the Memory Profiler 7. Note the Unroot…

Retrieved 2026-11-09
ProfilerFixUUM-139555
Fixed the Troubleshoot Connection Issues button in the Profiler linking to a documentation page unrelated to connection troubleshooting.
Linked bug report
UUM-153354: "Troubleshoot connection issues" button in the Profiler links to a page unrelated to connection troubleshooting

How to reproduce: 1. Open the Profiler window 2. Open the "Play Mode" dropdown near the record button 3. Click "Troubleshoot connection issues" 4. Observe the results Expected results: The linked documentation page covers troubleshooting Profiler connection issues - suggesting https://docs.unity3d.com/6000.1/Documentation/Manual/profiling-target-device.html Actual results: The link opens https…

Retrieved 2026-11-10
ProfilerFixUUM-153354
Fixed a crash due to an out-of-range value being supplied to Shader global property APIs.
Linked bug report
UUM-150856: Crash on ShaderScripting::GetGlobalVector when calling Shader.GetGlobalVector, SetGlobalColor or SetGlobalVector with an out-of-range property ID

How to reproduce: 1. Open the attached “IN-151097” project 2. In the menu bar, select “Bug Repro” and choose one of the methods: Get Global Vector with Out-of-Range ID Set Global Color with Out-of-Range ID Set Global Vector with Out-of-Range ID 3. 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 Not re…

Retrieved 2026-11-10
ShadersFixUUM-150856
Fixed a crash when loading a Terrain whose heightmap resolution exceeds the maximum render texture size of the device, for example a 4097 heightmap on a device limited to 4096.
Linked bug report
UUM-150551: Crash on Material::SetTextureInternal when heightmap resolution 4097 exceeds maxRenderTextureSize in Headless mode

Reproduction steps: Open the attached “IN-151812” project Make sure package issues are resolved Close the Editor Open a terminal at the project root Run the “run_addressables_repro.sh” script Observe the test results in the Terminal Actual Result: A crash of the editor occurs Expected Result: A crash of the editor would not occur, and the situation of a non power of two value would be handled …

Retrieved 2026-11-10
TerrainFixUUM-150551
Fixed multi-paragraph auto-sized text collapses to an elided first line instead of shrinking to fit.
TextFixUUM-150602
Fixes compiler warnings from the unnecessary keyword 'new' in WorldDocumentRaycaster.camera.
Linked bug report
UUM-151722: WorldDocumentRaycaster.camera triggers CS0109 compiler warning when the uGUI package is installed as a local package

Steps to reproduce: 1. Create a new URP project 2. In the project directory create an empty folder 3. Copy the com.unity.ugui package from [project]Library/PackageCache into the newly created folder 4. Reopen the project, open the Package Manager, press the "+" button, and select "Install package from disk..." 5. Select "[Folder_you created]/com.unity.ugui/package.json" 6. Build the Project 7.…

Retrieved 2026-11-11
uGUIFixUUM-151722
Fixed a VisualElement with the DynamicTransform usage hint remaining invisible until hovered after an ancestor's scale animated up from zero, when another ancestor used the GroupTransform usage hint.
Linked bug report
UUM-140869: VisualElement with DynamicTransform and animated scale from 0 is not rendered until hovered when parent uses GroupTransform

How to reproduce: 1. Open the attached “IN-140824” project 2. Open the “TestScale” scene 3. Enter Play mode 4. Click the “Toggle Window” button in Game view 5. Notice Visual Element block with “usage-hint = None” text 6. Hover mouse cursor above the said Visual element 7. Observe the Game view Actual result: “usage-hints = DynamicTransform” text appears on a Visual Element after the mouse is h…

Retrieved 2026-11-09
UI ToolkitFixUUM-140869
Fixed SVG gradients xlink:href inheritance.
Linked bug report
UUM-150193: SVG gradient renders with unassigned UVs when linearGradient partially inherits coordinates via xlink:href

How to reproduce: 1. Open the attached “IN-150528” project 2. In assets, double left-click the “Gradient_limit” asset 3. Go back to the Unity Editor 4. Observe the Inspector Actual result: Some vertices on the SVG sprite mesh appear to have unassigned or incorrect UVs Expected result: SVG file should have all gradients visible Reproducible with: 6000.3.0a5 (36d7e9fd6645), 6000.3.22f1, 6000.5.8…

Retrieved 2026-11-10
UI ToolkitFixUUM-150193
Fixed SVG import errors with nested svg tags.
Linked bug report
UUM-150948: Imported SVG file has 0 vertices and does not render when it has a nested <svg> element in it

How to reproduce: 1. Create a new project 2. Import the attached "google.svg" file into the project 3. Observe the imported file's preview in the Project tab Actual result: The imported SVG file has an empty preview Expected result: The imported SVG file properly draws the preview Reproducible with: 6000.0.0f1, 6000.0.83f1, 6000.3.23f1, 6000.5.11f1, 6000.6.0f1, 6000.7.0a6 Reproducible on: Wind…

Retrieved 2026-11-10
UI ToolkitFixUUM-150948

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