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7000.0.0a8100 shown
Hierarchy no longer shows as empty when returning from editing a nested prefab to it's parent, after the parent prefab was edited on disk.
Linked bug report
UUM-154347: New Hierarchy just shows "Preview" when returning from a nested prefab after editing root prefab on disk

Steps to reproduce: 1. Open the attached user's project "3509946.zip" 2. Open the "Assets/Repro/Repro.unity" Scene 3. Make sure "Use new Hierarchy window" and "Default Prefab Mode" is set to "in Context" are enabled in Preferences -> General (when testing on 6000.6.0a6) 4. In the Hierarchy, open "Canvas/OuterInstance" in Prefab Mode in Context (the arrow pointing to the right) 5. In the Outer …

Retrieved 2026-11-10
EditorFixUUM-154347
Key combinations for the macOS character palette now open the character palette.
EditorFixmacOSUUM-77546
Material variants with missing parents are in an invalid state and cannot be safely accessed from jobs
EditorFixUUM-151051
Memory allocated using malloc is now properly tracked.
EditorFixUUM-103530
Mitigate FPS lag during PlayMode in WinEditor with a high-polling mouse
Linked bug report
UUM-142550: Play Mode framerate drops significantly when moving the mouse cursor with high polling rate

Reproduction steps: 1. Open the attached project "IN-141292" 2. Connect a mouse which supports 1000 Hz polling rate or higher 3. Open scene "SampleScene" 4. Enter Play Mode 5. Move the mouse cursor in Play Mode view (make sure that the view is focused by left-clicking on the view) 6. Observe the result in the graph in the top right corner of the Game view Actual result: The Editor experiences …

Retrieved 2026-11-09
EditorFixUUM-142550
Multiplayer Center: editor analytics packageInstalled event
EditorFixUUM-151830
Multiplayer: An issue where installing the Dedicated Server package did not enable the feature.
EditorFixServerUUM-153635
Multiplayer: Play Mode Scenario validity indicators not refreshing when an Android run device was selected or cleared.
EditorFixAndroidUUM-152807
Multiplayer: The Play Mode instances status dropdown no longer opens an empty list when the active Scenario configuration is invalid, and now explains that the Scenario needs to be set up.
Linked bug report
UUM-151775: “Instances Status” dropdown shows empty list when no Build Profile is set for Local Instance of the active Play Mode Scenario

Reproduction steps: 1. Create a new project 2. Install Multiplayer Play Mode package (Window > Package Management > Package Manager > Unity Registry) 3. Open Play Mode Scenarios window (Window > Play Mode > Scenarios) and create a new Scenario 4. Add Local Instance to the newly created Scenario 5. Select the newly created Scenario as active Scenario 6. Click the “Idle” dropdown in the toolbar …

Retrieved 2026-11-10
EditorFixUUM-151775
OnCodeLoaded Scripting API documentation updated
EditorFix
Project Auditor: add OnRenderImage to list of known MonoBehaviour methods.
EditorFix
Project Auditor: always start at the Summary screen when opening the window.
EditorFixUUM-138137
Project Auditor: Direct users to the new Build Analysis window, to avoid showing stale data within Project Auditor.
EditorFixUUM-148130
Project Auditor: Direct users to the new Build Analysis window.
EditorFixUUM-142324
Project Auditor: Direct users to the new Build Analysis window.
EditorFixUUM-154222
Project Auditor: Don't report already-converted items in the URP migration wizard.
EditorFixUUM-152949
Project Auditor: Ensure ignoring issues in one page does not impact other unrelated pages.
EditorFixUUM-149142
Project Auditor: Ensure obsolete API upgrade detection works on methods.
EditorFixUUM-143475
Project Auditor: Fix CoreCLR migration sentence.
EditorFixUUM-151872
Project Auditor: fix tree view scrollbar to remain constant when selection changes.
EditorFixUUM-147228
Project Auditor: initial support for Code analysis when using MSBuild.
EditorFixUUM-152875
Project Auditor: preserve UI selections across Domain Reloads.
EditorFixUUM-151301
Project Auditor: Remove unused variable that was contributing to domain reload time.
EditorFixUUM-155384
Project Auditor: Support RSP files when performing Code analysis.
EditorFixUUM-147287
Removed empty parentheses from SRP Batcher compatibility reason in the shader Inspector.
EditorFixUUM-152574
Skip post-build audit when Project Auditor Rules package isn't installed
Linked bug report
UUM-152518: "InvalidOperationException" is thrown after every build when "Log number of issues after Build" is enabled even though Project Auditor is not used

Steps to reproduce: Create a new 3D URP project Open Edit > Preferences > Analysis > Project Auditor Enable "Log number of issues after Build" property Build the project with any empty scene Observe the Console after build Actual results: "InvalidOperationException: Install the Project Auditor Rules package before using Project Auditor" error is thrown after each build Expected results: No err…

Retrieved 2026-11-10
EditorFixUUM-152518
The Platform Browser now requires the package licenses to be agreed to before a build profile can be created.
EditorFixUUM-153301
Updated Content Directories to take Application.backgroundLoadingPriority into account when loading
EditorFixUUM-154823
Volume Profile Editor - Reset was invalidating the UI. Recreate the UI when needed.
EditorFixUUM-150343
When graphics jobs is enabled the Editor now draw renderers whose shader variant compiled during the frame. Asset previews and one-shot renders which were previously blank due to a missing shader should now draw as expected via the SRP Batcher fallback path
EditorFixUUM-147205
[Android] Display an error informing users of the reason a device went offline during apk installation on Unity 7.0.
EditorFixAndroidUUM-151550
GLES: Fix ScreenSpaceOverlay UI too dark with forceSRGBBlit
EmbeddedLinuxFixUUM-147345
Fixed a bug where a scene's GameObjects would disappear from the Hierarchy window after exiting Play mode when a SubScene referenced the same scene.
Linked bug report
UUM-148713: GameObjects no longer appear in Hierarchy V2 when reopening a Scene that was streamed as an Entity Scene during Play mode

How to reproduce: Open the attached “IN-149292_repro” project Open “TestEnvLevel2” Scene and observe the GameObjects in the Hierarchy tab Open “Launcher” Scene Enter Play mode and wait until the Game view loads completely Exit Play mode Open the “TestEnvLevel2” Scene and observe the result in the Hierarchy tab Actual result: The Scene’s GameObjects are not displayed in the Hierarchy tab, altho…

Retrieved 2026-11-10
EntitiesFixUUM-148713
Fixed an ArgumentNullException during Sub Scene import after clearing the Scene Asset of a Sub Scene.
EntitiesFix
Fixed an entity sometimes showing the name of a previously destroyed entity that reused its index, and fixed the live baking diff reporting a name change when nothing had changed.
EntitiesFixUUM-146522
Fixed an integer overflow when an Entities allocator budget is set close to 2 GB.
EntitiesFixUUM-155036
Fixed an InvalidOperationException when searching by component type in the Hierarchy window while a SubScene is loading.
Linked bug report
UUM-142749: InvalidOperationException error gets thrown when domain reloads while filtering entities components

Steps to reproduce: 1. Open the attached “IN-143441_BugReporting.zip“ project 2. Open the “Scene” scene 3. If not enabled, enable Hierarchy V2 (Unity → Settings → General) 4, In the Hierarchy search field, enter “t:LocalTransform” 5. Enter Play Mode 6. Observe the Console window Actual result: InvalidOperationException error gets thrown in the Console Expected result: No errors are thrown Repr…

Retrieved 2026-11-09
EntitiesFixUUM-142749
Fixed an issue where rebuilding an unchanged project produced different content archives, causing published remote content to be downloaded again.
Linked bug report
UUM-151571: ECS content builds produce non-deterministic RemoteContent files when consecutively building and publishing unchanged assets

How to reproduce: Open the attached “IN-149444_repro.zip” project Navigate to File -> Build Profiles -> Switch Profile → Build Select the “Builds/Test_Build” folder Navigate to Assets -> Publish -> Existing Build Select the “Builds/Test_Build” folder Rename the generated “Windows-RemoteContent” folder to “Windows-RemoteContent-Old” Navigate to File -> Build Profiles -> Build Select the “Builds…

Retrieved 2026-11-10
EntitiesFixUUM-151571
Fixed an issue where the authoring representation of an object would be shown instead of the runtime representation, when selecting the object through Entities Hierarchy.
Linked bug report
UUM-152665: Inspector window shows the authoring prefab instead of the entity's components when selecting an entity in the Entities Hierarchy window

How to reproduce: 1. Open the attached “IN-149509” project 2. In the Project window, open the "Assets/Repro/ReproScene" scene 3. In the Hierarchy window, enable “ReproSubScene” 4. Enter Play Mode 5. In the Entities Hierarchy window (Window → Entities → Hierarchy), select "ReproSpawner" 6. Observe the Inspector window Actual result: The Data Mode switch is not drawn in the Inspector window and …

Retrieved 2026-11-10
EntitiesFixUUM-152665
Fixed changing the unit of an Entities allocator budget in Memory Settings resetting the value to 1 MB.
EntitiesFixUUM-155118
Fixed GameObjects in an open SubScene disappearing from the Hierarchy window after the SubScene GameObject was disabled and enabled.
Linked bug report
UUM-154731: Sub Scene GameObjects disappear from the Hierarchy after disabling and enabling an opened Sub Scene GameObject

Reproduction steps: 1. Create a new project 2. Install the "Entities" package (Window > Package Management > Package Manager) 3. Create a Sub Scene in the Hierarchy (GameObject > New Sub Scene > Empty Scene...) 4. Right-click the newly created Sub Scene in the Hierarchy and any GameObject under it (e.g. 3D Object > Cube) 5. Save changes 6. Select the Sub Scene GameObject in the Hierarchy and m…

Retrieved 2026-11-10
EntitiesFixUUM-154731
Fixed IDebugOnAdded callbacks receiving default values instead of the actual component value, and fixed ECB.Instantiate not firing OnAdded callbacks.
Linked bug report
UUM-145910: The "ref" input argument in IDebugOnAdded and IDebugOnRemoved does not reflect the component values set in the AddComponentData call

Reproduction steps: Open the attached “IN-146662” project Enter Play mode Observe the Console window Actual Result: An “Added 0, EXPECTED 1 or 2 from AddComponentData call” message is logged Expected result: The message says that 1 or 2 were added Reproducible with: 6000.6.0b1, 6000.7.0a1 Couldn’t test with: 6000.0.77f1, 6000.3.18f1, 6000.5.0b11 (IDebugOnAdded and IDebugOnRemoved do not exist)…

Retrieved 2026-11-09
EntitiesFixUUM-145910
Fixed memory corruption in Players without safety checks when an Entities allocator budget is used up.
EntitiesFixUUM-155107
Fixed the "archetypes", "archetype budget" and "query budget" labels in the Entities Memory Profiler module not being localized.
EntitiesUUM-155010
Fixed the Entities allocator budgets in Memory Settings not being applied in Edit Mode and during baking.
EntitiesFixUUM-155114
Fixed the Entities Memory Profiler module showing budget percentages with a space before the percent sign.
EntitiesUUM-155020
Fixed the entity differ missing changes in dynamic buffer elements after the first one when using referential equality.
EntitiesFix
Fixed the entity differ reporting a component as changed when only its padding bytes differed.
EntitiesFix
Fixed unsaved changes in a Sub Scene being lost when changing its Scene Asset and pressing Cancel in the save prompt.
EntitiesFix
Fixed unsaved changes in a Sub Scene being lost without a save prompt when a duplicate Sub Scene that references the same scene was deleted or had its Scene Asset changed.
Linked bug report
UUM-154590: Unsaved changes in a Sub Scene are lost without a save prompt when a Sub Scene GameObject referencing it is deleted

How to reproduce: 1. Create a new project 2. Install the "Entities" package (Window > Package Management > Package Manager) 3. Create two Sub Scenes, "SubScene1" and "SubScene2", and add a few GameObjects to "SubScene2" 4. Save changes 5. Rename one of the GameObjects in "SubScene2" and do not save 6. In "SubScene1", create an empty GameObject, add a "Sub Scene" Component and set its Scene Ass…

Retrieved 2026-11-10
EntitiesFixUUM-154590
Fixed GC allocations in Surface Cache GI when many entities are spawned or change materials in the same frame.
Entities GraphicsFixUUM-154447
Fixed static entities not updating lighting when light probes change and the entity does not.
Entities GraphicsFixUUM-151337
Fixed Surface Cache GI ignoring the Global Illumination LOD of static LOD Groups in closed subscenes, which made every LOD level contribute to global illumination.
Entities GraphicsFixUUM-150718
A Terrain added to a ray-tracing acceleration structure no longer leaks a Mesh and its GPU buffers.
Avoid out-of-bounds memory access in UnifiedRayTracing which caused undefined behaviour on certain platforms.
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
Fix a bug where editing a shader used in a scene that uses surface cache GI causes error spam in the console.
Fix speckles/white spots with APV
Linked bug report
UUM-133626: White flickering artifacts are present on dynamic objects when doing rotation/movement and using APV

Reproduction steps: 1. Open the attached project "ReproProj" 2. Open the “/Assets/Scenes/SampleScene.unity” Scene 3. Enter the Play Mode 4. Closely observe the Game view while the car rotates Expected result: No artifacts are present Actual result: White artifacts are flickering Reproducible with: 6000.0.66f1, 6000.3.5f1, 6000.4.0b6, 6000.5.0a5 Reproducible on: Play Mode Windows Standalone Pla…

Retrieved 2026-11-11
Fixed a bug where reflection probes sometimes would not be re-baked when baking lighting, if only URP-specific settings were modified.
Linked bug report
UUM-133949: The Reflection Probe fails to update properly when generating lighting in the Lighting window and using a custom Renderer Feature

How to reproduce: 1. Create a new Unity URP Project 2. Import the attached “TestURPFeature“ custom Unity package 3. Navigate to Assets > TestURPFeature 4. Open the “TestURPFeature” Scene 5. Navigate to Assets > Settings > PC_Renderer 6. In the Inspector window, add the “Debug Feature” Renderer Feature 7. In the Lighting window, click on the “Generate Lighting” button 8. Navigate to Assets > Se…

Retrieved 2026-11-11
Fixed a bug where Surface Cache GI did not affect Terrains using custom shader graph shaders.
Fixed a heap-buffer-overflow read when deduplicating overlapping Light Probes from multiple loaded scenes.
Fixed GC allocations every frame in Surface Cache GI, even when nothing in the scene changed.
Fixed GC allocations in Surface Cache GI when many objects are added, removed, or change materials in the same frame.
Fixed light baking failing when the only Global Illumination contributors in a scene had no materials assigned.
Fixed Surface Cache GI and the Compute ray tracing backend never hitting geometry on Adreno 650 GPUs with Vulkan.
Fixed Surface Cache Global Illumination permanently leaving some screen pixels without a patch.
Fixed the Surface Cache GI renderer feature running an incorrect defrag shader variant on devices that report a compute subgroup size of 2 or 128.
Fixed the Unity Compute Light Baker information box in Graphics settings not hiding when the Default Light Baker setting was reverted with Reset or Undo.
Make Surface Cache check for inline ray tracing support to match its use of RayQuery (instead of checking for ray tracing shader support).
Prevent MissingReferenceException in Surface Cache
Context menus closing will no longer block keyboard shortcuts in Graph Windows.
Graph ToolkitFixWindowsUUM-149835
Fix Copy/Paste of values in fields inside of nodes.
Graph ToolkitFixUUM-151929
(Graphics) RenderBuffer.GetNativeRenderBufferPtr no longer returns null when called immediately after RenderTexture.Create with graphics jobs enabled.
GraphicsFix
Add a workaround for compiling surface-cache HWRT shaders on MTL.
GraphicsFix
Added warning when the specified Keyword Declaration Override does not match any Keyword Declaration in the project.
GraphicsFixUUM-151445
Ensure correct backbuffer dimensions when using multiple displays.
GraphicsFixUUM-134688
Fix crash when importing Texture2DArrays with small dimensions and many elements
Linked bug report
UUM-153670: Crash on CachedWriter::Write when importing a tiny non-power-of-two Texture2DArray from a package

How to reproduce: 1. Create a new project (any pipeline) 2. Download the attached “IN-153687” package 3. Drag the “IN-153687” package into the Assets folder 4. Click “Import“ 5. Observe the crash Reproducible with: 6000.6.0a6, 6000.6.3f1, 6000.7.0b2, 7000.0.0a1 Not reproducible with: 6000.0.84f1, 6000.3.25f1, 6000.6.0a5 Reproduced on: Windows 11 Not reproduced on: No other environment tested N…

Retrieved 2026-11-10
GraphicsFixUUM-153670
Fixed a crash on quit in players that use split graphics jobs with DirectX 12 on Universal Windows Platform.
GraphicsFixWindowsUUM-152563
Fixed an assert "Metal: memoryless texture requires 2D texture." that the Editor logged on Metal when it rendered single-pass XR to memoryless texture arrays.
GraphicsFixXRUUM-154442
Fixed an InvalidOperationException when a script disposed the destination NativeArray of an in-flight AsyncGPUReadback request on exiting Play Mode.
Linked bug report
UUM-143136: InvalidOperationException error thrown when deallocating a NativeArray on exiting Play mode after using AsyncGPUReadback.RequestIntoNativeArrayAsync

How to reproduce: 1. Open the attached "AsyncGPUReadbackUndisposable.zip" project 2. Open the "SampleScene" 3. Enter the Play mode 4. Exit Play mode 5. Observe the Console Actual result: "InvalidOperationException: The Unity.Collections.NativeArray1[System.Single] has been set to undisposable and cannot be deallocated." error is thrown in the Console Expected result: No errors are thrown in th…

Retrieved 2026-11-09
GraphicsFixUUM-143136
Fixed AsyncGPUReadback.RequestIntoNativeArray logging read/write access and undisposable errors for a NativeArray that was used by a completed job.
Linked bug report
UUM-102552: “AsyncGPUReadback - NativeArray does not have read/write access” error is thrown when using the AsyncGPUReadback:RequestIntoNativeArray after scheduling a job

Reproduction steps: 1. Open the attached “BugRepro” project 2. Open the “Assets/Scenes/SampleScene.unity“ Scene 3. Enter the Play Mode 4. Select the “Job Tester” GameObject in the Hierarchy window 5. In the Inspector window, right-click click on Simple Array Job Tester(Script) and choose "Test Job" 6. Select the “Array Updater” GameObject in the Hierarchy window 7. In the Inspector window, rig…

Retrieved 2026-11-09
GraphicsFixUUM-102552
Fixed batch mode builds overwriting custom render queue settings in materials.
GraphicsFixUUM-147947
Fixed Graphics State Collection assets not reimporting when a shader they reference changes.
GraphicsFix
Fixed slow render graph compilation in the Editor and in players with script checks enabled. Pass names longer than 61 bytes are no longer truncated in the Render Graph Viewer.
GraphicsFixUUM-154008
Fixed the Editor freezing during an asset import on Linux when running on OpenGL.
GraphicsFixLinux
Runtime crash due to a malformed BatchDrawRange has been fixed.
GraphicsFixUUM-151686
Texture2D.ReadPixels and ScreenCapture could return stale data on AMD GPUs with Vulkan when graphics jobs were enabled and the GPU was busy.
GraphicsFixUUM-149529
URP Decals shader could rarely produce NaN values on Android platforms when sampling non-normal-map textures set as the Normal Map, especially visible as white flashes when in conjunction with other amplifying effects like Bloom.
Linked bug report
UUM-153167: XR Graphics: Quad view with decals and bloom effect causes white flashing

There are white flashes if using quad view + decals + bloom. Tested on Meta Quest 3. Repro: create a scene using decals and bloom or use attached project which is set up for this already configure project for Meta Quest make sure quad view is selected in the foveation feature settings build and run actual results: white flashes around the decals expected: no flashes

Retrieved 2026-11-10
GraphicsFixAndroidUUM-153167
Fix shadergraph compilation failure on uv4 input semantic differences.
HDRPFixUUM-153267
Fixed "Default" being added to some Enum Material properties
Linked bug report
UUM-134256: Changing “Mesh Decal Bias Type” to “Depth Bias” on Decal Simple material stays set to “Default” in Inspector window

Steps to reproduce: 1. Create new Unity project using High Definition 3D Template 2. Open Shader Graph Templates window (Project window > Create > Shader Graph > From Template) 3. Select “Decal Simple” Template and press “Create” 4. When created, press on “Decal Simple” Shader in Project window and convert it to the Material 5. Select newly created Decal Material in Project window 6. In Inspec…

Retrieved 2026-11-11
HDRPFixUUM-134256
Fixed a dark outline appearing around geometry against the sky when MSAA and a cloud layer are enabled.
Linked bug report
UUM-150911: A dark outline appears on mesh borders with sky background when MSAA is enabled

How to reproduce: 1. Open the attached "IN-151203_63hd.zip" project 2. Open the "SampleScene" 3. In the Project Settings, enable any MSAA mode (Edit -> Project Settings -> Graphics -> HDRP -> Multisample Anti-Aliasing Quality) 4. In Game view, observe the border between the background sky and the visible cube Actual result: A dark outline appears on the border between the mesh and the backgrou…

Retrieved 2026-11-10
HDRPFixUUM-150911
Fixed an issue where FSR2 upscaler resources leaked GPU memory each time HDRP rebuilt the render pipeline, for example after a quality level change.
HDRPFixUUM-154186
Fixed CoreCLR lifecycle management on various systems
HDRPFixUUM-147914
Fixed overlapping labels in the HDRP Quality Settings panel where quality level tags overlapped with asset names.
HDRPFixUUM-151061
Fixed shader compilation errors and incorrect base map results for TerrainLit Shader Graphs.
HDRPFixUUM-153008
Fixed the Disable Mip Caching tooltip in the Rendering Debugger so that it refers to the Texture Streamer and Mipmap Streaming instead of internal class names.
HDRPFixUUM-154139
Fixed warning in ScriptableRuntimeReflectionSystemSettings when re-entering play mode
HDRPFixUUM-150539
Fixed water surfaces that disappeared for a moment in the Editor when a scene had water surfaces with different band counts.
HDRPFixUUM-141715
Fixed a crash when calling GetType() through a boxed Nullable<T> that has no value, in generic code built with Faster (smaller) builds.
IL2CPPFixUUM-152751
Fixed issue where memory from a thread object could be kept alive by the GC past its exit
Linked bug report
UUM-149541: Memory from the last exited managed thread is not freed when IL2CPP is used

How to reproduce: Open the attached project “IN-150912” Ensure that IL2CPP is selected as the Scripting Backend in “Project Settings → Player → Other Settings” Build and run the project Press ‘Space’ in the Player Observe the payload status text at the top of the Player Actual result: Payload 3 shows “alive = True” Expected result: Payload 3 shows “alive = False” Reproducible with: 6000.0.0f1,…

Retrieved 2026-11-10
IL2CPPFixUUM-149541

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