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7000.0.0a863 shown
Fixed numeric fields being dirtied when their labels are clicked on.
VFX GraphFixUUM-151050
Fixed renaming a category will move its position to the end of the list when saving
Linked bug report
UUM-151383: When renaming a category in the Blackboard the category stays in the same order but when the Graph is saved the category moves/reorders to the bottom

Steps to reproduce: Create a new Unity project using the Universal 3D template Install the Visual Effect Graph package (com.unity.visualeffectgraph) Create a new Visual Effect Graph (Assets > Create > Visual Effects > Visual Effect Graph) Open the newly created Visual Effect Graph Create 3 new Categories by clicking the "+" button in the Blackboard Rename the first Category (top of the list) O…

Retrieved 2026-11-10
VFX GraphFixUUM-151383
Fixed the VFX Graph Discussions link in the Visual Effect Graph window opening a missing page.
VFX GraphFixUUM-154090
Fixed the Visual Effect Graph shader compilation preferences leaving visual effects compiled with the previous setting when the recompilation prompt was declined.
VFX GraphFix
Renaming a Category to a reserved name now logs an error message instead of failing silently
Linked bug report
UUM-151381: Renaming a Category to “Attributes” reverts to the default category name but does not throw any error or warning as to why

Steps to reproduce: Create a new Unity project using the Universal 3D template Install the Visual Effect Graph package (com.unity.visualeffectgraph) Create a new Visual Effect Graph (Assets > Create > Visual Effects > Visual Effect Graph) Open the newly created Visual Effect Graph Create a new Category named "Attributes" by clicking the "+" button in the Blackboard Observe the Blackboard and t…

Retrieved 2026-11-10
VFX GraphFixUUM-151381
SDF baker: Prevent writing out of bounds past the triangleIDs buffer when a mesh exceeds the triangle list size estimate
Linked bug report
UUM-152713: MeshToSDFBaker writes out of bounds past the triangleIDs buffer when a mesh exceeds the triangle list size estimate

Steps to reproduce: 1. Open the attached user's project "IN-150840_SdfBakerOobRepro.zip" 2. Download the "SdfBakerRepro.cs" script and attach it to "GameObject" in the Hierarchy (Remove "SdfBakerOobRepro" component) 3. Set the "Mode" of the attached component to "Defect 3 only" 4. Set Player Settings > Other Settings > Graphics APIs for Windows to Vulkan only 5. Build a Windows standalone Play…

Retrieved 2026-11-10
VFX GraphFixUUM-152713
SDF baker: Prevent writing out of bounds past the voxel grid when a mesh face lies exactly on the bake box boundary
Linked bug report
UUM-152711: MeshToSDFBaker writes out of bounds past the voxel grid when a mesh face lies exactly on the bake box boundary

Steps to reproduce: 1. Open the attached user's project "IN-150840_SdfBakerOobRepro.zip" 2. Download the "SdfBakerRepro.cs" script and attach it to "GameObject" in the Hierarchy (Remove "SdfBakerOobRepro" component) 3. Set the "Mode" of the attached component to "Defect 2 only" 4. Set Player Settings > Other Settings > Graphics APIs for Windows to Vulkan only 5. Build a Windows standalone Play…

Retrieved 2026-11-10
VFX GraphFixUUM-152711
Make VideoPlayer_TimeReference_Works pass by fixing the way we detect when to run loopPointReached.
VideoFixUUM-148456
Added warnings when scripted change to maximum memory size results in memory size clamping or switch to WebAssembly 2023 target
Linked bug report
UUM-151511: WebGL.maximumMemorySize can report a value above 16384 when set using PlayerSettings.WebGL.maximumMemorySize

How to reproduce: 1. Open the attached “IN-151231_mms” project 2. In the toolbar, select Repro → Set Max Memory 20000 3. In the toolbar, select Repro → Check WebGL Max Memory 4. Observe the Console window Actual result: A debug log is thrown that reads “PlayerSettings.WebGL.maximumMemorySize reads back: 20000” Expected result: A debug log is thrown that reads “PlayerSettings.WebGL.maximumMemor…

Retrieved 2026-11-10
Fix Mouse and Touchscreen being registered on Input System startup when not present
Fixed bug where building a WebGL player with both WebAssembly 64 and multithreading enabled would not fail early.
Linked bug report
UUM-151065: Build fails with an internal build system error instead of a validation error when threadsSupport is combined with Wasm64

How to reproduce: Extract the attached “IN-151229“ project Open a Terminal in the project’s directory Run the following command: & "<Path to Editor.exe>" -batchmode -projectPath "<project directory>" -buildTarget WebGL -executeMethod Repro.Run -logFile "<project directory>/repro.log" Wait for the building process to end Open and observe the contents of repro.log Actual result: An Internal buil…

Retrieved 2026-11-10
WebFixWebGLUUM-151065
Fixed Compass permission request to originate from a user gesture to work properly on Safari.
Fixed Screen.dpi returning 96 instead of the display's DPI in Web builds when the matchWebGLToCanvasSize template setting was disabled.
WebGLFix
Fixed WebGL builds reporting an incorrect Screen.currentResolution when the matchWebGLToCanvasSize template setting was disabled.
WebGLFixUUM-133885
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
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
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.
OnDemandRendering.effectiveRenderFrameRate returns the correct refresh rate on XR devices instead of a default value.
XRFix
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
7000.0.0a737 shown
Resources.UnloadUnusedAssets() takes significantly longer to execute when run in a Player build
Linked bug report
UUM-149540: Resources.UnloadUnusedAssets() takes significantly longer to execute when run in a Player build

How to reproduce: 1. Open the attached “IN-149290” project 2. Select File → Build Profiles 3. In the Build Profiles window, enable “Development Build” 4. Build and run the project 5. Press the “Load GameObjects” button 6. Once loading finishes, press the “Trigger Asset GC” button 7. Quit the built application 8. Open the “Player.log” 9. Observe the GC logs at the end of the log Actual result: …

Retrieved 2026-11-11
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
Fixed Editor crash when the Unity Version Control Diff window shows a modified prefab that contains nested prefab instances. (UUM-155069) Fixed in 7000.0.0a8.
Linked bug report
UUM-155069: Crash on PrefabModificationsForSerializedObject::CachePrefabModifications when the UVC window refreshes on a modified prefab that contains nested prefab instances

How to reproduce 1. Open the attached “IN-153262” project 2. Ensure the com.unity.collab-proxy package is installed 3. Set up a new UVC Workspace 4. In the Project window, double click on the “Crash“ Prefab 5. Delete one of the nested “Capsule” Prefabs 6. In the Unity Version Control “Pending Changes“ window, right click “Assets\Crash.prefab” 7. Click “Diff” 8. Observe the crash Reproducible w…

Retrieved 2026-11-10
Asset PipelineKnown issueBlockerUUM-155069
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
Crash on mono_log_write_logfile when opening specific project
Linked bug report
UUM-150566: Crash on mono_log_write_logfile when opening specific project

How to reproduce: 1. Open the attached “IN-150836” project 2. Observe the crash Reproducible with: 6000.2.0b2, 6000.6.0a1 Not reproducible with: 6000.0.0f1, 6000.0.82f1, 6000.1.0b3, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a6 Could not test with: 6000.2.0a1 - 6000.2.0b1 (due to multiple Input system errors which I was unable to fix) Fixed in: 6000.6.0a2 (64de5ee36373) Reproducible on: Wi…

Retrieved 2026-11-10
Known IssuesKnown issueBlockerUUM-150566
Crash on [CocoaMainMenu validateMenuItem:] when clicking the "Edit" menu item while a Virtual Player is active and focused
Linked bug report
UUM-155708: Crash on [CocoaMainMenu validateMenuItem:] when clicking the "Edit" menu item while a Virtual Player is active and focused

How to reproduce: 1. Create a new Universal 3D Sample project 2. Install the com.unity.multiplayer.playmode package 3. Navigate to Window > Multiplayer > Mutliplayer Play Mode 4. Activate Virtual Player 2 5. Click on the Player 2 window to focus it 6. Press Edit in the top menu bar 7. Observe the crash Reproducible with: 6000.0.84f1, 6000.3.26f1, 6000.6.5f1, 6000.7.0b4, 7000.0.0a7 Reproduced o…

Retrieved 2026-11-12
Known IssuesKnown issueBlockerUUM-155708
Changed Android to use static TLS by default
AndroidFeature
Added 7.1.4 spatialization passthrough to macOS.
AudioFeaturemacOS
Previews for items will show when performing a Drag and Drop on macOS.
EditorFeaturemacOS
Project Auditor: Add a package version database, so users know about package upgrades during Editor upgrades.
EditorFeature
Remove support for mono desktop players
EditorFeature
Added an Albedo view mode to the Surface Cache Global Illumination panel in the Rendering Debugger, showing the albedo that bounce lighting uses for each surface.
GIFeature
Added an Emission view mode to the Surface Cache Global Illumination panel in the Rendering Debugger, showing the emission that bounce lighting uses for each surface.
GIFeature
URP: Added a Rendering Layer Mask filter to the Render Objects renderer feature, allowing a pass to be restricted to objects matching the selected rendering layers
GraphicsFeature
Improved keyboard navigation in the sidebar and package list
Package ManagerFeature
Reimplemented an aggregate draw calls counter for profiling
ProfilerFeature
Added code coverage support for CoreCLR desktop standalone players.
ScriptingFeature
Added code coverage support for the CoreCLR scripting backend in the Editor.
ScriptingFeature
Updated DXC compiler to upstream main branch with Shader Model 6.10 support. Linear algebra intrinsics are now available via #include <dx/linalg.h> in HLSL shaders.
ShadersFeature
Added Temporal Pixel Synthesis support for XR.
XRFeature
Add vertices, indices and edge into SpriteImportData so that TextureGenerator can generate custom mesh.
2DImprovement
Internal cleanup of APK path lookup; no behaviour change.
AndroidImprovement
Removed main-thread stall when starting and stopping WebCamTexture.
AndroidImprovement
Improved the security of model import by updating the bundled Autodesk FBX SDK to 2020.3.11, addressing two buffer-overflow vulnerabilities in FBX file parsing.
Asset ImportSecurityUUM-155199
Added a log message to warn when the activeBuildProfile flag is used and the build target is not supported.
EditorImprovement
Improved Editor startup time by avoiding an expensive full-assembly type scan during mode discovery
EditorImprovement
Improved the CacheServerV2 integration tests by spawning a single cache server for the suite of tests rather than spawning a new server for each test. This prevents the instability in restarting the server process between tests.
EditorImprovementServerUUM-145948
Project Auditor: detect boxing of structs used in List comparisons.
EditorImprovement
Project Auditor: redesign the home page. Move URP migration wizard to the home page.
EditorImprovement
Improved live baking diff performance in worlds with many entities.
EntitiesImprovement
Improved Memory Profiler attribution of lighting native memory, which was previously reported as Unrooted.
GIImprovementUUM-126924
Improved Render Graph Viewer empty state message when connected to a player
GraphicsImprovementUUM-148168
Mesh-related memory should now be correctly labeled in the memory profiler
GraphicsImprovementUUM-126926
A boxing allocation is no longer performed when the boxed value is immediately discarded.
IL2CPPImprovement
Calling GetType() on a boxed value type, including comparing the result against a typeof() expression, no longer causes a heap allocation.
IL2CPPImprovement
Casting between an enum and its underlying integer type through object no longer causes a heap allocation.
IL2CPPImprovement
GC.KeepAlive no longer causes a heap allocation when it is passed a value type.
IL2CPPImprovement

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