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6000.7.0b4100 shown
Fixed an issue where small artifact data types could be incorrectly garbage collected, leading to leaks and even corruption.
Asset PipelineFixUUM-146807
Fixed an issue where the Editor could crash during a domain reload or on quit while asset previews were loading.
Linked bug report
UUM-141036: Crash on ProtectedScopedThreadAttach::ProtectedScopedThreadAttach when performing various Unity operations

A recurring crash issue in the Unity Editor has been observed, affecting various workflows. These crashes have been reported to happen when: Leaving the Editor idle Building the project Reproducible with versions: 6000.0.62f1-6000.0.73f1, 6000.3.0b4-6000.3.14f1, 6000.4.0b2-6000.4.4f1, 6000.5.0a6 (Sentry data) Reproducible on: Windows 11 (user) Notes: Not reproduced by CQA Sentry only collects …

Retrieved 2026-11-09
Asset PipelineFixUUM-141036
Fixed asset previews staying white after a referenced texture is deleted and restored with the same GUID.
Linked bug report
UUM-138622: Asset thumbnails in the Project window stay white when a referenced texture file is deleted and restored

Reproduction steps: 1. Open the attached "IN-137103_PROJECT.zip" project 2. Open the “Assets/Scenes/SampleScene.unity” scene 3. In the Project window, open the "Repro" folder and select the "plant" texture 4. From the top menu bar, select "RecycleBinRepro" > "Move Selected To Bin (asset+meta)" 5. From the top menu bar, select "RecycleBinRepro" > "Restore Last From Bin (asset+meta)" 6. Select a…

Retrieved 2026-11-09
Asset PipelineFixUUM-138622
Fixed hang at startup when directory monitoring doesn't receive expected notification about changed file(s).
Linked bug report
UUM-149019: Editor deadlocks indefinitely while opening a project on a ReFS Dev Drive when a directory-monitor sync notification is lost

How to reproduce: 1. Open a large project (user reproduced with ~114k assets, 33 monitored roots: Assets + 32 embedded packages) on a Windows Dev Drive (ReFS volume) 2. Observe the project loading splash screen Actual result: DirectoryMonitorWindows::Sync blocks forever on the main thread, the editor hangs indefinitely at the splash screen with all threads parked and must be killed Expected re…

Retrieved 2026-11-10
Asset PipelineFixUUM-149019
Fixed ShaderImporter indeterminism issues and bump importer versions.
Asset PipelineFix
Fixed the AssetDatabase re-importing assets endlessly when an asset depended on a default asset produced after an import crash.
Asset PipelineFixUUM-146505
Include ShaderImporter, RayTracingShaderImporter and ComputeShaderImporter to run out of process when ProjectSettings->Parallel Importing is enabled.
Asset PipelineFix
Optimised a number of hot paths for asset importing and content building.
Asset PipelineFix
Recompute serialized singleton overlays for versioned assets if no files changed on disk.
Asset PipelineFix
Bug was already fixed. Added a test.
AudioFixUUM-147800
Fixed a bug on macOS where audio playback would slow down when the microphone was being used by the system.
Linked bug report
UUM-149880: Audio playback slows down when the microphone is being used by the system

Reproduction steps: 1. Open the attached “IN-149275” Project 2. Use the microphone on the system (e.g. by starting a Slack Huddle, or by recording in OBS with the microphone enabled) 3. While the microphone is still being used, do any playback of a .wav file (eg. AudioSource in the scene or use the preview under the inspector) 4. Observe the audio being played about 3x slower or 3x faster 5. I…

Retrieved 2026-11-10
AudioFixmacOSUUM-149880
Fixed a rare crash in Sound.getOpenState caused by a data race during asynchronous sound loading.
Linked bug report
UUM-145498: Infrequent crash in SoundHandle::Instance::UpdateLoadState when playing clips with Load In Background set

Steps to reproduce: Play clips with LoadInBackground set as importer option This is obscenely rare. The crash site is: ``` Unhandled exception thrown: read access violation. this->mCodec->*mFile* was nullptr. ``` Actual results: Crash Expected results: Not crash Reproducible with versions: Not reproducible with versions: Can’t test with versions: Tested on (OS): Notes:

Retrieved 2026-11-09
AudioFixUUM-145498
Fixed an assertion (m_ModifiedClips.empty()) that was logged on exiting Play Mode after playing an AudioSource whose clip had loaded while Unity Audio was toggled off and back on during Play Mode.
Linked bug report
UUM-148749: Assertion "m_ModifiedClips.empty()" is logged on Play Mode exit after playing an AudioSource when Unity Audio is enabled in Play Mode

Steps to reproduce: Open the attached Project Open Scene "EAF_Main" Open Project Settings > Audio and enable "Disable Unity Audio" Enter Play Mode In the same Project Settings disable the "Disable Unity Audio" flag In Play Mode press 1 on your keyboard to Play Audio Exit Play Mode Actual results: Error "Assertion failed on expression: 'm_ModifiedClips.empty()'" is logged Expected results: No A…

Retrieved 2026-11-10
AudioFixUUM-148749
Fixed assertion about access version needing be odd when acquiring locks in an audio subsystem, happening after the editor was left running for many days.
Linked bug report
UUM-146734: Crash on AssertImplementation when audio dual-thread lock version is even on acquire

A recurring crash issue in the Unity Editor has been observed, affecting various workflows. These crashes have been reported to happen when the Editor runs out of memory due to an audio dual-dual thread lock assert failing repeatedly. Reproducible with versions: 6000.3.0f1 - 6000.3.19f1 (Sentry data) Reproducible on: Windows 10, Windows 11 Notes: Not reproduced by CQA The logs in each report s…

Retrieved 2026-11-09
AudioFixUUM-146734
Fixed AudioSettings.driverCapabilities returning undefined value when using the Enhanced Audio Foundation.
AudioFixUUM-148718
Fixed case of audiomixer fader clicking in playmode.
Linked bug report
UUM-150250: Audio mixer clicks when changing volume in playmode

Steps to reproduce: Have audiosource outputting through audio mixer Enter playmode and change the volume of the audio mixer rapidly with the slider Actual results: nice smooth volume, very satisfying Expected results: horrible clicks, not satisfying. Adding an effect fixes completely. Reproducible with versions: 2023.3.0a15, 6000.7.0a4 Not reproducible with versions: 2023.3.0a14 Can’t test wit…

Retrieved 2026-11-09
AudioFixUUM-150250
Fixed crash when pausing AudioRandomContainer containing streaming clips on some platforms.
AudioFixUUM-148440
Fixed invalid LoadState in some audio clips after Audio Settings reset.
Linked bug report
UUM-147700: AudioClip.loadState reports Loaded instead of Unloaded when AudioSettings.Reset() is called on a UnityWebRequest-loaded clip

How to reproduce: 1. Open the attached “IN-147907” Project 2. Open the AudioTestScene 3. Enter Play Mode 4. Press the Load button 5. Press the Print button 6. Press the Reset button 7. Press the Print button again 8. Observe the Console Actual Result: After AudioSettings.Reset(), a UnityWebRequest-loaded AudioClip reports loadState as Loaded even though frequency and samples are both 0 Expecte…

Retrieved 2026-11-10
AudioFixUUM-147700
Fixed microphone recording continuing when the application loses focus with Run In Background disabled. Recording is now muted while the application is paused.
AudioFixUUM-143384
Fixed RootOutputInstance.IRealtime not properly running through Burst if requested, even though Burst would compile and show the associated code in the Inspector.
Linked bug report
UUM-145622: Scriptable Audio Processor RootOutput isn't Bursted at runtime

Steps to reproduce: Create a `RootOutputInstance.IRealTime` and add `[BurstCompile]` to it Observe that Burst compiles the processor correctly in the Burst Inspector Actual results: The processor runs in the normal managed C# VM Expected results: The processor runs in Burst Reproducible with versions: Not reproducible with versions: Can’t test with versions: Tested on (OS): Notes:

Retrieved 2026-11-09
AudioFixUUM-145622
Prevents FMOD validation warnings when typing values in the System Sample Rate field, waits until full value is typed before validating.
AudioFixUUM-136464
Unexpected 'Audio: The Editor no longer logs an error when the audio output device fails to re-initialize while resuming after a period of silence. The output now stays suspended, a warning is logged, and the resume is retried the next time audio is used. Also fixed a potential crash on Editor shutdown when the output device could not be resumed.
AudioFixUUM-115959
Fixed crash when pack location is read-only.
Bug ReporterFix
Fixed the Player.log location.
Bug ReporterFix
Improved the resilience pipeline when fetching the Editor version for a bug report.
Bug ReporterFix
Added support to reserve capacity of PersistentManager.Remapper in Memory Settings (Main Allocators > Other Allocators > Remapper Initial Capacity).
Build PipelineFixUUM-136275
Building will now fail if scene callbacks throw an exception or crash, regardless of strict mode.
Build PipelineFixUUM-143730
Command line Player builds no longer spend extra time on a build analytics step that could not complete. The step ran before the build data it reads was written, so it failed on every Player build and collected nothing.
Build PipelineFixUUM-147655
Content Directory builds are properly stripping LODs and Editor-Only Objects from a scene before calling the scene build callbacks and batching the static meshes.
Build PipelineFixUUM-145061
ContentLayout.json (produced by content directory builds) now includes an OutputLFID field on each LoadableObjectIds entry. Previously only the source object's identifier was recorded, so tools could not correlate a loadable with its exact object in the build output without also reading BuildManifest.json. The ContentLayout.json schema version is now 2.
Build PipelineFixUUM-145565
Fixed an issue in the Build Analysis window where all columns of a table could be hidden, which left an empty list that could still be scrolled and selected.
Build PipelineFixUUM-143786
Fixed an issue where VideoClips referenced by Content Directory builds failed to load at runtime on macOS.
Build PipelineFixmacOSUUM-147430
Fixed sequential command line builds started with -activeBuildProfile compiling scripts for the previously active platform.
Build PipelineFixUUM-150775
Moved "Enable MSBuild Compilation" project setting into editor's pane.
Build PipelineFix
Fixed an issue with DotNetFrameworkDependentApp on CSharpTools by not using it because it wasn't needed.
Build SystemFix
Fixed case of the IL2CPP Analytics tool exiting with a JsonException after a successful build when the system clock moved backwards during the build.
Linked bug report
UUM-150019: IL2CPP Analytics tool exits with a JsonException when loading a buildreport.json that contains a "dur" value larger than Int64.MaxValue

How to reproduce: 1. Create a new project 2. In the Edit > Project Settings > Player > Other Settings, set Scripting Backend to IL2CPP 3. In the Build Settings window, set Platform to macOS and click Build 4. While the build is running, in the Terminal run "sudo date $(date -v-30S '+%m%d%H%M%Y.%S')" every 4 seconds until the build finishes 5. In the Terminal, run "grep -o '\"dur\":[0-9] {15,}'…

Retrieved 2026-11-10
Build SystemFixUUM-150019
Burst compilation was skipped for jobs discovered via [JobProducerType] (such as IJobChunk) in Player builds using the High Managed Stripping Level, causing them to silently fall back to managed code. ().
Linked bug report
UUM-147717: Burst compilation fails for IJobChunk jobs when Managed Stripping Level is set to High

How to reproduce: 1. Open the attached “IN-148061” Project 2. Open SampleScene 3. Under Project Settings > Optimization, set Managed Stripping Level to High 4. Enter Play Mode 5. Observe the console 6. Build and run the Project 7. Open the player.log and find this line "of 1 executions, 1 were NOT Burst-compiled" Actual result: Burst is not used in the Player Expected result: Burst is used for…

Retrieved 2026-11-10
BurstFixUUM-147717
Ensure the bundle is resigned correctly when running under X64 process root.
Linked bug report
UUM-149014: Editor closes with exit code 137 when running batchmode using an x64 GitHub actions runner

How to reproduce: Download and extract the attached “IN-148611” project Create a GitHub repository containing the attached “IN-148611-workflow” files Open the created GitHub repository in a browser In GitHub, navigate to “Settings → Actions → Runners” Select “New self-hosted runner” Ensure that “x64” is selected as the architecture Follow the provided steps until the run step Run the runner as…

Retrieved 2026-11-10
BurstFixUUM-149014
Fixed a rare compilation crash caused by a data race in portable-PDB debug info handling during parallel compilation.
BurstFix
Fixed an issue where enabling or disabling UI Toolkit Live Reload on the *Burst Inspector* window logged a window serialization error.
Linked bug report
UUM-148278: Window serialization error is thrown when enabling or disabling Live reload for Burst Inspector window

Steps to reproduce: Open the attached project Open Burst Inspector Jobs -> Burst -> Open Inspector Right-click on the Burst Inspector window handle Select the Enable Live Reload option Observe the Console window Actual results: A window serialisation error is thrown every time Live Reload is enabled or disabled Expected results: No errors or warnings are thrown when enabling or disabling Live …

Retrieved 2026-11-10
BurstFixUUM-148278
Fixed that some of Burst's Windows assemblies were not Authenticode-signed. All Burst-authored binaries are now signed.
BurstFixWindows
Fixed the Burst Inspector disassembly search bar requiring a second Ctrl/CMD + F press to reopen after being closed.
Linked bug report
UUM-144286: Code search field cannot be reopened after being closed in Burst Inspector window

Reproduction steps: 1. Create a new project 2. Jobs > Burst > Open Inspector… 3. Select one of the Jobs 4. Click on the “X” button on the newly appeared search section at the bottom right of the Burst Inspector window Actual result: Search field disappears and there’s no option to reopen it Expected result: Search field disappears and it can be reopened again Reproducible with: 1.8.12 (6000.0.…

Retrieved 2026-11-09
BurstFixUUM-144286
Fixed command-line arguments for the cache server not being sent properly to the asset import worker.
Cache ServerFixServer
Added a prompt asking the user whether to save their scene before upgrading a project to Cinemachine 3.
CinemachineFixUUM-148112
Changed static reset in CinemachineCore to happen during SubsystemRegistration.
Linked bug report
UUM-148700: CameraActivatedEvent is not cleared when CinemachineCore statics reset after scene load

Steps to reproduce: 1. Create a new Unity project 2. Download the CineMachine package 3. In the Project tab, open Packages/com.unity.cinemachine/Runtime/Core/CinemachineCore.cs 4. Observe the code Actual result: "CinemachineCore.ResetStaticsOnLoad()" runs at the "AfterSceneLoad" stage, and the "CameraActivatedEvent" is not cleared Expected result: "CinemachineCore.ResetStaticsOnLoad()" should …

Retrieved 2026-11-10
CinemachineFixUUM-148700
Fixed C# scripts referencing moved Cinemachine APIs not being automatically upgraded from the Cinemachine namespace to Unity.Cinemachine when upgrading a project.
CinemachineFixUUM-147045
Fixed disappearing foldout properties in Cinemachine Orbital Follow inspector.
Linked bug report
UUM-143630: Orbital Follow axis fields (Horizontal/Vertical/Radial) disappear from the Inspector after Undo

How to reproduce: 1. Open the attached project "Orbital" 2. Open the "SampleScene" scene and select the "Third person Aim Camera" GameObject in the Hierarchy 3. In the Inspector, under the "Cinemachine Orbital Follow", change the "Vertical Axis" to any value 4. Click Undo (Command + Z) 5. Click on the "Vertical Axis" field name and observe the results Expected results: The field doesn't disapp…

Retrieved 2026-11-09
CinemachineFixUUM-143630
Fixed invalid obsolete InvalidPathCache call in CinemachineConfiner.
Linked bug report
UUM-147086: IL2CPP compilation breaks when calling the obsolete InvalidatePathCache() method due to infinite recursion in CinemachineConfiner.cs

How to reproduce: Create a new empty URP Project Add the latest Cinemachine package Open the CinemachineConfiner.cs file Observe the issue with line 173 Actual result: The method body calls itself, creating unconditional infinite recursion, which causes a break in IL2CPP compilation: ”[Obsolete("Please use InvalidateCache() instead")] public void InvalidatePathCache() => InvalidatePathCache();…

Retrieved 2026-11-10
CinemachineFixUUM-147086
Fixed SerializeReference serialization warnings when adding a modifier to CinemachineFreeLookModifier.
Linked bug report
UUM-147115: TiltModifier missing [Serializable] attribute causes SerializeReference warning when adding Tilt modifier to CinemachineFreeLookModifier

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Open Package Manager and install Cinemachine package 3. In Hierarchy window create Cinemachine Camera (Cinemachine > Cinemachine Camera) 4. Go to Inspector > Cinemachine Camera > Add Extension > select “CinemachineFreeLookModifier” 5. In Modifiers list press “+” and select “Tilt” 6. Observe the Console window Actual…

Retrieved 2026-11-10
CinemachineFixUUM-147115
Fixed the "Reset argument" button in Preferences > External Tools so it updates the "External Script Editor Args" field immediately instead of only after a focus change.
Code EditorFixUUM-150210
Fixed case of DataStreamReader and DataStreamWriter intermittently corrupting packed data on 32-bit ARM (armeabi-v7a) players under IL2CPP. The bit-packing fast path read and wrote its 64-bit word by casting the buffer pointer and dereferencing it ((ulong)(buffer + byteIndex)) at an arbitrary byte offset; that is an unaligned 64-bit access, which is undefined behavior on ARMv7 and silently returned mangled bytes. The word is now transferred with a byte-wise copy (UnsafeUtility.MemCpy), which is alignment-safe on every architecture, and folds back to a single load/store on targets that allow unaligned access.
CoreFixUUM-138845
Fixed crash when calling GameObjectUtility.GetStaticEditorFlags, SetStaticEditorFlags, AreStaticEditorFlagsSet, GetNavMeshArea, SetNavMeshArea, GetNavMeshLayer, or SetNavMeshLayer with a null GameObject argument. These now throw ArgumentNullException instead.
CoreFixUUM-151059
Fixed Transform serialized values not being properly initialized when cloning GameObjects.
Linked bug report
UUM-131305: Transform corruption and/or crash on PhysX::CreateCharacterController when spawning physics objects into Prefab stages

Steps to reproduce: 1. Open the “user’s attached project.” 2. Open “SampleScene” 3. Enter Prefab Editing Mode for “PrefabStage” through the Hierarchy 4. Change the Scale of the “PrefabStage” GameObject through the Inspector 5. Undo the changes 6. Observe crash or “Invalid AABB” errors printed in the console Reproducible with versions: 6000.0.65f1, 6000.3.3f1, 6000.4.0b3, 6000.5.0a4 Notes: The …

Retrieved 2026-11-09
CoreFixUUM-131305
Revert problematic string operation optimizations.
CoreFixUUM-146910
Avoid creating D3D12 device twice.
DX12FixUUM-147044
Enabled URP_Lighting test suite.
DX12Fix
Fixed a random crash on Windows when using the Direct3D12 graphics API, caused by a use-after-free when releasing GPU buffers.
Linked bug report
UUM-150682: Crash on GfxVersionList::Impl::ReleaseFromGfxVersionList when performing various Unity operations

A recurring crash issue in the Unity Editor has been observed, affecting various workflows. These crashes have been reported to happen when: Entering Play Mode Moving GameObjects Interacting with Unity Editor Windows Reproducible with versions: 6000.0.62f1 - 6000.0.78f1, 6000.3.0b10 - 6000.3.22f1, 6000.5.0a7 - 6000.5.9f1, 6000.6.0a6, 6000.7.0a2 - 6000.7.0a4 (Sentry data) Reproducible on: Windo…

Retrieved 2026-11-10
DX12FixWindowsUUM-150682
Fixed an editor CPU performance regression in passes using DrawNullGeometry (fullscreen blits, post-processing, VFX quads) caused by running shader reflection on every draw call.
DX12FixUUM-144068
Fixed an issue where VRAM used by small textures wasn't released back to the GPU driver after the textures were destroyed when using the Direct3D12 graphics API on Windows. You can now tune the small-texture heap size with the d3d12-small-texture-tiles-per-heap boot config parameter to balance VRAM reclamation against heap-allocation overhead.
Linked bug report
UUM-142284: Texture memory does not get released when using Direct3D12 Graphics API

How to reproduce: 1. Open the attached "IN-142722_SmallTexture.zip" project 2. Build the project 3. Run the Player 4. Observe the VRAM graph with the green line in the Player Actual result: VRAM does not get released when the textures are released Expected result: VRAM gets released when the textures are released Reproducible with: 2023.1.0a1, 6000.0.75f1, 6000.3.15f1, 6000.4.6f1, 6000.5.0b8, …

Retrieved 2026-11-09
DX12FixWindowsUUM-142284
Fixed random crash in RenderSurfaceD3D12::Reset.
DX12FixUUM-142634
Hardware Dynamic Resolution on D3D12 no longer produces a bright-pixel corruption artifact on AMD GPUs caused by uninitialised placed-resource compression metadata after a resolution-scale switch.
Linked bug report
UUM-108671: Visual artifacts appear when the HD Dynamic Resolution Component changes the resolution scale

Reproduction steps: 1. Open the attached project "ReproProj" 2. Go to PikPok > Build Configs 3. Select “QA” in the left panel 4. Click “Apply Settings” in the top right corner 5. Go to DRS > GameRunner 6. In the list of Boot scenes, select “Boot.unity” 7. Click Run 8. Start the game 9. Go all the way to the left side of the map 10. Move the slider slowly to the right 11. Observe the Scene whil…

Retrieved 2026-11-09
DX12FixUUM-108671
HDRP Sample projects no longer spam D3D12 validation error (category 9, id 1422) on startup.
DX12FixUUM-133610
Placed-resource aliasing on D3D12 no longer emits repeated D3D12 validation errors (category 9, id 1422) during Hardware DRS operation.
DX12FixUUM-143015
Start tracking d3d12 resources using D3D12Object class on remaining D3D12 platforms similarly to how desktop does this.
DX12FixUUM-147469
Added a developer-mode project setting to toggle persistent constant buffers for global shader variables.
EditorFix
Added a Help button to the Build Analysis window.
EditorFixUUM-147961
Added a reconnect handler for fast Play mode and RenderGraph viewer.
Linked bug report
UUM-147574: “NullReferenceException” errors spammed in the Console when hovering the mouse over the grid in Render Graph Viewer when in Play Mode

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Open Render Graph Viewer window (Window > Analysis > Render Graph Viewer) 3. Enter Play Mode 4. Hover mouse on the grid in Render Graph Viewer 5. Observe the Console window Actual results: “NullReferenceException: Object reference not set to an instance of an object” errors are spammed in the Console window Expected…

Retrieved 2026-11-10
EditorFixUUM-147574
Added a static function CleanupRenderPipelineIfActive to prevent activeRenderPipelineDisposed from firing while disposing non-active render pipelines.
Linked bug report
UUM-148022: RenderPipelineManager fires activeRenderPipelineDisposed and tears down the active pipeline when an unrelated inactive RenderPipelineAsset is disabled or unloaded

How to reproduce: 1. Open the attached “IN-149170” project 2. Open “ReproScene” 3. Enter Play mode 4. Observe the console Actual result: Console prints "REPRO3448487 >>> BUG CONFIRMED” Expected result: Console prints "REPRO3448487 >>> No bug” Reproducible with: 6000.0.0f1, 6000.0.80f1, 6000.3.20f1, 6000.5.4f1, 6000.6.0b5, 6000.7.0a4 Reproducible on: Windows 11, macOS 26.5.2 (M1) (by reporter) …

Retrieved 2026-11-10
EditorFixUUM-148022
Added analyzer rules UAC1019 and UAC1020 (both Error severity) to detect [SerializeReference] fields in serialized dictionary keys and values, which cause silent data loss or dictionary corruption. The analyzer reports an error on the dictionary field declaration at compile time.
EditorFixUUM-146298
Added directional-light Core tests.
EditorFix
Added explicit padding in DrawCommandSettings to avoid garbage data when calculating hash value.
Linked bug report
UUM-144036: Entities Graphics entities with Mesh Renderer flicker while the subscene is closed when batch creating a large amount of entities

How to reproduce: 1. Open the attached "IN-144422_FlickerBugRepro.zip" project 2. Open the "SampleScene" 3. Observe the cubes at the top of the scene Actual result: The cubes and their shadows flicker Expected result: The cubes do not flicker Reproducible with: 6000.5.0a1, 6000.5.0b12, 6000.6.0a7 Not reproducible with: 6000.0.77f1, 6000.3.17f1, 6000.4.0a3, 6000.4.11f1 Reproducible on: Windows …

Retrieved 2026-11-09
EditorFixUUM-144036
Added group aware localization APIs.
EditorFix
Added headless NativeJobs (no container) [manually triggered].
EditorFix
Added headless Runtime/RegressionRuntime jobs (no container) [manually triggered].
EditorFix
Added some valid search terms/keywords for Indexing settings in "Preferences" window.
Linked bug report
UUM-146350: Search's Indexing settings in the Preferences window are not searchable

Steps to reproduce: Create a new project Open the Preferences window In the Preferences search field, type "Packages indexing" or "Deep scene and prefab indexing" Observe search results Actual results: Preference's search returns no result, despite searching for the exact setting's name Expected results: Search's Indexing settings can be found using the Preferences search field Reproducible wi…

Retrieved 2026-11-09
EditorFixUUM-146350
Added vulkan-specific issue where certain UITK elements with overflow:hidden would not render.
Linked bug report
UUM-142280: Label inside Scroll Rect container is not rendered when "overflow:hidden" is applied to the container

Reproduction steps: 1. Open the attached “IN-142347” project 2. Open the “Scenes/SampleScene” Scene 3. Select the "UI Toolkit/PanelSettings" Asset 4. Make sure "Theme Style Sheet" value is set to "default" Sheet in the Inspector window 5. Open the “NewUXMLTemplate” in the UI Builder window 6. Compare the outputs between Game View and UI Builder window Actual result: First label is not rendered…

Retrieved 2026-11-09
EditorFixUUM-142280
An issue where installing the Multiplayer Play Mode package did not enable the feature until the Editor was restarted.
Linked bug report
UUM-144481: "Default Play Mode" button does not appear in the Editor toolbar after installing Multiplayer Play Mode package

Reproduction steps: 1. Create a new project 2. Install Multiplayer Play Mode package (Window > Package Management > Package Manager) 3. Wait for the package to finish installing 4. Observe the top Editor toolbar Actual result: "Default Play Mode" button does not appear in the toolbar Expected result: "Default Play Mode" button appears in the toolbar Reproducible with: 3.0.0 (6000.6.0a1, 6000.6…

Retrieved 2026-11-09
EditorFixUUM-144481
Applications no longer hang when calling SplashScreen.Stop(FadeOut) while the splash screen is disabled.
EditorFixUUM-143481
Asset Import Workers no longer crash and Player builds no longer fail when building after deleting and recreating an active Build Profile.
Linked bug report
UUM-141610: Build Fails and Asset Importers Crash or Player Crashes when building Player without Graphics API in Player APIs List after recreating Build Profile

Steps to reproduce: Create a new URP 3D Project Open the Build Profiles and Project Settings Windows In the Project Player Settings uncheck the "Auto Graphics API for Windows" checkmark and move the DX11 Graphics API to the top of the Graphics APIs list Choose "Restart Later" when prompted In the Build Profiles create a new Windows Profile and add Player Settings to it Build and Run, then clos…

Retrieved 2026-11-09
EditorFixUUM-141610
Awaitable.NextFrameAsync now resumes in edit mode, including when the Editor runs in batch mode, instead of waiting indefinitely for an unrelated scene update.
EditorFixUUM-148723
Build Analysis JSON remove duplicated messages.
EditorFixUUM-145857
Build Analysis UI is slow when large build selected.
EditorFixUUM-143142
Build Profile Add Settings button now properly checks all providers when toggling enabled / disabled state.
EditorFixUUM-144522
Changed to float enums in sub graphs should update subgraph nodes properly now.
Linked bug report
UUM-143534: Sub-Graph's Enum Float entries are not updated on the main Shader Graph

How to reproduce: 1. Create a new HDRP project 2. In the Project window, right-click -> Create -> Shader Graph -> Sub Graph 3. Add the Float variable 4. In the variable Inspector, change the mode to "Enum" 5. In the Project window, right-click -> Create -> Shader Graph -> Any Shader Graph 6. Add the Sub Graph to the Shader Graph 7. On the Sub-Graph, add entries under the float variable 8. Open…

Retrieved 2026-11-09
EditorFixUUM-143534
Changing the size of an array through the inspector will now validate the requested array size against the max allowed object size which is 4GB. Element count and element size plus the remaining object data it taken into account.
EditorFixUUM-134407
Codesigned several previously unsigned executables shipped with the Windows editor that could sometimes be blocked by antivirus software.
EditorFixWindowsUUM-147382
Color space sync deferred until after initial asset DB refresh to avoid crash on startup.
Linked bug report
UUM-141297: An "RefreshInternalV2 is called before InitialRefresh" error is thrown when opening a project where a build profile with Player settings added is selected

How to reproduce: 1. Open the attached “IN-141175” project 2. Observe the Console Actual result: Error “RefreshInternalV2 is called before InitialRefresh” is thrown Expected result: No errors are thrown Reproducible with: 6000.3.14f1, 6000.4.5f1, 6000.5.0b5, 6000.6.0a2, 6000.6.0a4 Not reproducible with: 6000.6.0a1 (7dc703ab9bd8) Reproducible on: Windows 10 Not reproducible on: Windows 11, macO…

Retrieved 2026-11-09
EditorFixUUM-141297
Declaring an input component in a namespace that has the same name of its containing assembly, or declaring it when there's another namespace with a duplicated name no longer causes a compilation error. (MTT-13332).
EditorFix
Deleting the script of a node or state created with the GraphToolkit public API now correctly shows its placeholder and the error associated with it.
EditorFix
Disabled advanced font features for UITK editor text.
Linked bug report
UUM-147689: Symbols in GameObject names shift vertically in the Hierarchy window when adjacent letters are uppercase and Hierarchy V2 is enabled

Steps to reproduce: 1. Open the Attached “IN-148226” Project 2. Open the SampleScene 3. Ensure that Hierarchy V2 is enabled 4. Observe the hierarchy Actual result: In the Hierarchy window, symbols like “~” in a GameObject's name shift vertically depending on the case of adjacent symbols Expected result: Symbols in Hierarchy stay vertically aligned regardless of the case of neighboring letters …

Retrieved 2026-11-10
EditorFixUUM-147689
Disabled Open Frame Debugger from the UITK profiler Toolbar when running a standalone profiler.
Linked bug report
UUM-144370: Frame Debugger cannot be enabled when opened from UI Toolkit Details module of Standalone Profiler

Steps to reproduce: Create a new 3D URP project Open Window > Analysis > Profiler (Standalone Process) Click on the "UI Toolkit Details" module to focus on it Click on the "Open Frame Debugger" button in the panel Observe the opened Frame Debugger Actual results: The Frame Debugger opens showing "Frame Debugger requires at least one available Game (Play Mode) window" and cannot be enabled, eve…

Retrieved 2026-11-09
Disabled Remove buttons in Build Profile settings during Play mode.
Linked bug report
UUM-143194: Adaptive Performance settings in the Build Profile window can be removed when in Play Mode which results in “SerializedObjectNotCreatableException" errors thrown

Steps to reproduce: Install the Android module Create a new Unity project using the Universal 3D template Open the Build Profile window Click the "Add Build Profile" button Add the Android platform Add the Adaptive Performance settings to the Android platform Enable the Android Provider Dock the Build Profile window Enter Play Mode Remove the Adaptive Performance settings Exit Play Mode Repeat…

Retrieved 2026-11-09
EditorFixUUM-143194
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
Driven RectTransform properties are read-only on a Prefab asset in the project window, matching in a Prefab instance.
EditorFixUUM-135352
Ensure SpriteRenderer material are indexed.
EditorFixUUM-144279
Ensure the SearchDetailView actually refresh its uitk controls only when needed.
EditorFixUUM-137445
FilterFunctionDefinition asset's Inspector shows raw serialized fields instead of a proper UI Toolkit inspector.
EditorFixUUM-148830
Fix to sort TreeView on query completion.
EditorFixUUM-146365
Fixed a bug where a GameObject's cut styling persisted in the Hierarchy after entering Play Mode while paste command was no longer available.
Linked bug report
UUM-134218: Hierarchy v2: Cut styling should be reset after entering playmode

Currently cut action visual styling remains but paste option is not allowed which is conflicting. We need to either reset cut visual styling or make paste option available so that it doesn't become a false cut Steps to reproduce: 1. Cut a node in edit mode 2. Enter playmode Actual results: Visual styling remains, but paste option is not allowed Expected results: Cut styling should be cleared I…

Retrieved 2026-11-09
EditorFixUUM-134218
Fixed a bug where clicking "Revert" in the prompt that appears when a build profile loses focus after adding a scripting define value in the scripting defines settings list does NOT result in removing the newly added value.
Linked bug report
UUM-147113: Reverting Scripting Defines on Build Profiles doesn't revert the changes

Steps to reproduce: Create and open a new project Open 'File -> Build Settings' Create two Build Profiles and switch to one of them Add the 'Scripting Define' via "Add Settings" Add a new Scripting Define with any name Switch to the other Build Profile Click on "Revert" in the dialog box Select the first Build Profile and observe Actual results: The added Scripting Define is displayed Expected…

Retrieved 2026-11-10
EditorFixUUM-147113

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