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6000.7.0b895 shown
Fixed the Pixel Perfect Camera converter in the Render Pipeline Converter staying disabled and reporting the 2D Pixel Perfect package as not installed when it was installed.
Fixed the Render Pipeline Converter defaulting its Target Pipeline to Universal Render Pipeline (2D Renderer) instead of Universal Render Pipeline (Universal Renderer).
Improved GPU performance for URP projects on tile-based platforms by avoiding unnecessary color loads when UberPostProcessing is the final pass.
Reduced back buffer memory and bandwidth on platforms with a multisampled back buffer including Android, iOS, and Metal. The back buffer remains single-sampled in frames where no camera renders MSAA directly to it, for example a camera that resolves MSAA from an intermediate texture. MSAA results are unaffected.
URPFixAndroidiOSUUM-134600
Rendering Debugger - GPU Resident Drawer was resetting the debug data when entering and exiting playmode.
Linked bug report
UUM-143210: Rendering Debugger window resets when entering Playmode

Steps to reproduce: Download attached project and open in Unity. Open the Rendering Debugger: Window >> Analysis >> Rendering Debugger. Go to Rendering section. Change the Map Overlays to Depth. Enter the Playmode. Observe: The Rendering Debugger window will reset. Actual results: Rendering Debugger resets when entering the Playmode. Expected results: Rendering Debugger should not reset when e…

Retrieved 2026-11-09
ScriptableRendererData.TryGetRendererFeature was throwing NullReferenceException.
Linked bug report
UUM-150772: ScriptableRendererData.TryGetRendererFeature throws NullReferenceException when a missing renderer-feature entry precedes the requested feature

How to reproduce: Open the attached "IN-149378" project In the Menu Bar select Bug Repro and click “Run TryGetRendererFeature Missing Entry Repro” Observe the Console Actual result: TryGetRendererFeature<FullScreenPassRendererFeature> throws a NullReferenceException at ScriptableRendererData.cs:128 Expected result: Method skips null entries and returns the matching feature, or returns false wi…

Retrieved 2026-11-10
Skip renderer culling for cameras with an empty culling mask to reduce overhead from cameras rendering no geometry.
URPFix
URP Render Graph Memoryless backbuffer support on iOS Metal.
URPFixiOSUUM-99364
URP Renderer Asset - Undo/redo operations on FullScreenPassRendererFeature_OldGUID caused to clear the Undo/Redo stack.
URP Renderer Asset - Undo/redo operations on FullScreenPassRendererFeature_OldGUID caused ObjectDisposedException errors and prevented undoing renderer feature additions.
When using Tile-Only mode in the renderer, setting Render Scale in the asset's Quality settings would display a warning only for values <0.95 or >1.05, but this has been fixed to display for all non-default values when Render Scale is not compatible with Tile-Only mode.
Linked bug report
UUM-146401: "Render Scale skipped" warning inconsistently appears when adjusting Render Scale slider with Tile-Only Mode enabled in URP

How to reproduce: 1. Create a new project using the "3D URP" template 2. In the Project tab, Select Assets->Settings->Pc_Renderer and toggle on Tile-Only Mode 3. In the Project Tab, select PC_RPAsset in the same Settings folder 4. In the Quality dropdown change the Render Scale value by dragging the slider 5. Observe the warnings that appear Actual result: The "Render Scale skipped" warning on…

Retrieved 2026-11-09
[MaterialConverter] Particles Unlit Rendering Mode Subtractive gives empty Surface Type dropdown after the conversion.
Linked bug report
UUM-133453: Particles Unlit Rendering Mode Subtractive gives empty Surface Type dropdown after the conversion

Steps to reproduce: Download attached project and open in Unity. In the Project Window, select the particleUnlit.mat material. Make sure Rendering Mode is set to Subtractive. Open the Render Pipeline Converter >> Window >> Rendering >> Render Pipeline Converter. Scan and convert particleMaterial.mat material. In the Project window, select the particleUnlit.mat material. Observe empty Surface T…

Retrieved 2026-11-09
Fixed an issue where unchanged files were automatically added to the change list when fetching files in Perforce after asset importing.
Linked bug report
UUM-49713: Fetched files in Perforce are automatically added to the change list when they are serialized

Reproduction steps: 1. Open a project 2. Modify a .asset file 3. In the Perforce Window, check in the modified file 4. On another machine, in the Perforce Window, fetch the latest changes 5. Observe the change list Expected result: No files are in the pending change list, the modified files retain the read-only flag Actual result: The fetched files are added to the pending changed list and the…

Retrieved 2026-11-09
Version ControlFixUUM-49713
Fixed race condition provoking a Version Control error "UpdateSettings: Unknown version control plugin: XYZ" during the editor startup.
Linked bug report
UUM-149884: “Version Control: UpdateSettings: Unknown version control plugin: Unity Version Control” error is thrown when reopening the project after creating a workspace

Steps to reproduce: Create a new Unity project using the Open the Unity Version Control window "Window > Version Control > Unity Version Control" Create a new workspace Close the Editor Reopen the project Observe the Console window Actual results: "Version Control: UpdateSettings: Unknown version control plugin: Unity Version Control" error is thrown Expected results: No errors are thrown Repr…

Retrieved 2026-11-10
Version ControlFixUUM-149884
Added issue where NaNs could perpetually keep a graph in a dirty state.
Linked bug report
UUM-139398: "Initialize Particle" node in VFX Graph cannot be moved when it has a "Multiply (Vector3)" node with NaN values connected to its "Set Velocity" subnode

How to reproduce: 1. Open the attached "IN-138898_URP Test.zip" project 2. In the Project tab, find the "Fireball-6 Way (Texture2DArray)" Visual Effects Graph 3. Double-click on the Visual Effects Graph to open it 4. In the opened Visual Effects Graph, find the "Initialize Particle" node 5. Try to move the "Initialize Particle" node 6. Observe the node’s movement Actual result: The node either…

Retrieved 2026-11-09
VFX GraphFixUUM-139398
Added issue where swapping a connected property from input to output could result in errors.
VFX GraphFixUUM-143993
Allow renaming a category changing only the capitalisation
Linked bug report
UUM-151393: Cannot rename/change only the capitalisation of a property name when renaming a property in the Visual Effect Graph

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 Color property with the default name by clicking the "+" button in the Blackboard Rename the "New Col…

Retrieved 2026-11-10
VFX GraphFixUUM-151393
Canceling a Blackboard attribute, parameter, or category rename with the ESC key no longer applies the new name.
Linked bug report
UUM-144957: VFX attribute names are validated and set when renaming action is canceled with the ESC key on

Steps to reproduce: Create and open a new project Install the "Visual Effect Graph" package Create and open a new empty VFX Create an attribute Press F2 to rename it Type in any name and press ESC Observe the attribute Actual results: The attribute's name is set to the newly typed name Expected results: The attribute's name is reset to the previous name Reproducible with versions: 6000.6.0a7 N…

Retrieved 2026-11-09
VFX GraphFixUUM-144957
Creating a property with a category name now works as expected instead of not showing the property
Linked bug report
UUM-151382: A new property whose default name matches a category title never appears in the blackboard until the graph is reopened

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 "New bool" by clicking the "+" button in the Blackboard Create a new Bool property by …

Retrieved 2026-11-10
VFX GraphFixUUM-151382
Fix "InvalidOperationException: Sequence contains more than one matching element" error thrown when creating a new Property with an existing attribute name
Linked bug report
UUM-151379: "InvalidOperationException: Sequence contains more than one matching element" error is thrown when creating a new Property while a category with name "Position" exists

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 "Position" by clicking the "+" button in the Blackboard Create a new Bool property by …

Retrieved 2026-11-10
VFX GraphFixUUM-151379
Fix to disallow re-categorization of built-in attributes.
Linked bug report
UUM-151058: Built-in Attrbutes can be moved to Custom Attributes in VFX Graph Blackboard

Steps to reproduce: Create and open a new project Install the Visual Effects Graph in Package Manager Create an Empty VFX asset and open it Open Blackboard subwindow Create a new Custom Attribute Expand Built-in Attributes in Blackboard Drag any Built-in Attribute into the Custom Attribute section Observe the blackboard Actual results: The Built-in Attribute moves to the Custom Attributes sect…

Retrieved 2026-11-10
VFX GraphFixUUM-151058
Fixed "Can't change name, category with the same name already exists" error when renaming a category to a name with a trailing space in the blackboard.
VFX GraphFixUUM-145060
Fixed a crash that occurred in VFXManager::SortBufferCommand on devices with low (16KB) thread group shared memory.
Linked bug report
UUM-136592: Crash on Samsung a03s when iterating through scenes

Steps to reproduce: Install Android component Import the attached package Switch Platform to Android in Build Setting Build an .apk Deploy app to the device Run scenes by tapping on the right Actual results: App instantly crashes on the third scene (SkinnedMeshSampling) Expected results: App runs smoothly Reproducible with versions: 6000.6.0a1 Not reproducible with versions: Can’t test with ve…

Retrieved 2026-11-09
VFX GraphFixUUM-136592
Fixed a GPU crash or corrupted rendering with sorted Visual Effect Graph outputs when some instances of an effect were outside a camera's view, especially with several cameras.
VFX GraphFixUUM-149758
Fixed an editor crash when repeatedly adding a Visual Effect component to a GameObject and undoing the action.
Linked bug report
UUM-136309: Crash on ClearPerMaterialCustomProperties when undoing the addition of Visual Effects Component to the GameObject for a few times

How to reproduce: 1. Create a new Unity project and install the VFX package 2. In the Project window, right-click -> Create -> Visual Effects -> Visual Effect Graph -> Any VFX Graph 3. In the Hierarchy, create an Empty GameObject 4. Drag the created VGX Graph from the Assets to the created GameObject Inspector to add the Component 5. Press "Ctrl + Z"/"Command + Z" to undo the action 6. Repeat …

Retrieved 2026-11-09
VFX GraphFixUUM-136309
Fixed an exception that occurred when enabling the template toggle.
Linked bug report
UUM-149239: "InvalidOperationException" errors are thrown when the "Use as Template" property is toggled on a Visual Effect Graph

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 > Empty VFX) Select the created Visual Effect Graph in the Project window Scroll all the way down in the Inspector Toggle the "Use as Template" property Obser…

Retrieved 2026-11-10
VFX GraphFixUUM-149239
Fixed an issue where nested OnPlay, OnStop, and similar events resulted in stack overflows.
VFX GraphFixUUM-121002
Fixed an issue where output property nodes would cause errors when converted to operator subgraphs.
Linked bug report
UUM-108536: ArgumentOutOfRangeException: Index was out of range when converting subgraph properties and nodes to Subgraph Operator

Steps to reproduce: Import the attached package Open Color Subgraph Select bool node and BoolOUT output property Convert it subgraph operator Actual results: Error is thrown, subgraph is created but nodes that were converted are not removed from the graph Expected results: Selected nodes are converted and replaced by a new subgraph operator Reproducible with versions: 6000.3.0a1, 6000.3, 6000.…

Retrieved 2026-11-09
VFX GraphFixUUM-108536
Fixed an issue where template attributes may fail silently on insertion.
VFX GraphFixUUM-121263
Fixed blackboard "Attributes" subsections being expanded and collapsed when navigating with arrow keys.
VFX GraphFixUUM-144932
Fixed blackboard custom attribute delete doing nothing on an in-use attribute when re-triggered after cancelling the deletion confirmation prompt.
VFX GraphFixUUM-145053
Fixed hover highlight of items in toolbar dropdown menus being hard to see in the Light Editor theme.
Linked bug report
UUM-139764: The hover selection/highlight of items in the Insert button dropdown and the Documentation button dropdown are hard to see when hovered using the Light Editor theme

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 VFX Graph (Assets > Create > Visual Effects > Visual Effect Graph) Open the newly created VFX Graph Click on the Documentation button dropdown on the top right side of the VFX Graph window Hover the mouse cursor over the items in the …

Retrieved 2026-11-09
VFX GraphFixUUM-139764
Fixed missing ellipses in Create Visual Effect Graph menu entry.
VFX GraphFixUUM-145005
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 templates not appearing immediately when pressing the "New..." button in the Shader Graph Output context after entering Play Mode.
Linked bug report
UUM-143681: Templates are not immediately shown in the Shader Graph Templates Window when it's opened in Play Mode from a Visual Effect Graph's Node

Steps to reproduce: Create a URP 3D Project and wait for Search indexing to complete Install the Visual Effect Graph Package Create any Visual Effect Graph and wait for Search indexing to complete Enter Play Mode Open the VFX Graph and add any of the Shader Graph Output Nodes In the added Shader Graph Output Node click the "New" Button to create a New Shader Graph and set it Observe the Shader…

Retrieved 2026-11-09
VFX GraphFixUUM-143681
Fixed the play rate presets in the VFX Control panel showing a "Ctrl+" prefix.
Linked bug report
UUM-138660: Incomplete shortcuts are displayed in the "Set" dropdown in Visual Effects Graph VFX Control subwindow

Steps to reproduce: Create a new HDRP project Create a new Empty VFX Asset (Create -> Visual Effects -> Visual Effects Graph -> Empty VFX) and open it Drag the VFX Asset into the Hierarchy to create a GameObject instance Select the GameObject Enable the VFX Control subwindow Press on the "Set" dropdown Observe the dropdown options Actual results: All options have complete shortcuts or no short…

Retrieved 2026-11-09
VFX GraphFixUUM-138660
Fixed VFX Graph windows prompting to save a second time after a Save All operation closed them.
VFX GraphFixWindowsUUM-131449
Fixed weighted tangent mode set on VFX Graph curve properties.
VFX GraphFixUUM-147335
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
Renaming a custom attribute now propagates validation state to custom HLSL blocks correctly.
VFX GraphFixUUM-139121
Fixed a video failing to replay after Stop() on Direct3D when NVIDIA "Fast" vertical sync is enabled (the decode device was lost and never recovered).
Linked bug report
UUM-135548: GPU device suspended error when replaying a video in the Video Player with NVIDIA Vertical Sync set to Fast

How to reproduce: 1. Open the NVIDIA Control Panel application 2. Set Vertical sync to “Fast“ (Manage 3D settings > Settings > Vertical sync) 3. Click “Apply” 4. Open the attached “IN-134927“ project 5. Build and Run the Player 6. Observe the Player until the displayed video finishes playing Actual result: Video fails to replay Expected result: Video gets replayed Reproducible with: 2023.1.0a1…

Retrieved 2026-11-09
VideoFixUUM-135548
Fixed a VideoPlayer freeze for looping clips that could occur upon entering Playmode, where playback would stop and not recover.
VideoFixUUM-144106
Fixed AudioSampleProvider.sampleFramesAvailable callback never firing on macOS when using the VideoPlayer in API Only mode and disabling Unity Audio.
Linked bug report
UUM-143660: AudioSampleProvider.sampleFramesAvailable callback never fires when using macOS

Steps to reproduce: 1. Open the attached “IN-142888_VideoPlayer“ project 2. Open the “SampleScene“ scene 3. Enter Play Mode 4. Observe the Console Actual result: No debug logs are thrown Expected result: Debug logs are thrown for retrieved sample frames Reproducible with: 6000.0.16f1, 6000.0.76f1, 6000.3.17f1, 6000.4.10f1, 6000.5.0b11, 6000.6.0a6 Not reproducible with: 6000.0.15f1 Reproducible…

Retrieved 2026-11-09
VideoFixmacOSUUM-143660
Fixed video playback failing to seek to certain frames in WebM clips.
VideoFixUUM-145959
Fixed WebM Vorbis audio track reporting 0 Hz and 0 channels.
VideoFixUUM-144045
Make VideoPlayer_TimeReference_Works pass by fixing the way we detect when to run loopPointReached.
VideoFixUUM-148456
[Android] A crash caused by Vulkan video decoding workaround being applied incorrectly.
Linked bug report
UUM-145932: Native crash in AndroidVulkanVideo::ProcessFrame and AndroidVulkanVideo::Context::~Context() when switching screens

Reproduction steps: Run the Android Player with Vulkan Graphics API initialized In the Player, start a VideoPlayer playback Disable the VideoPlayer’s parent GameObject Observe the crash Reproducible with: 6000.3.13f1 Testing environment: 26.5.1 (by reporter) Reproducible with these devices: By reporter - Galaxy S21 (SM-G991N), OS: Android 12, CPU: Exynos 2100 Notes: Not reproduced by CQA The c…

Retrieved 2026-11-09
VideoFixAndroidUUM-145932
Fix exporting visionOS Xcode project fails after disabling Symlink Sources
VisionOSFixUUM-154567
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
Blocked input events during synchronous scene loading so they aren't processed in the new scene.
WebFix
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 issue where editor crashes on exit when a manual proxy without credentials is configured on Windows.
WebFixWindows
Fixed Mouse and Touchscreen being registered on Input System startup when not present.
Fixed NameFilesAsHashes functionality.
Fixed NameFilesAsHashes when building in batchmode.
Linked bug report
UUM-149003: Web Build fails with internal build system error when building in batchmode and "Name Files As Hashes" is enabled

Reproduction steps: 1. Open any new project 2. Create a Web build profile (File → Build Profiles → Add Build Profile → Web → Desktop) 3. Enable “Name Files As Hashes” option (File → Build Profiles → Web (under Build Profiles) → Publishing Settings → Name Files As Hashes) 4. Save the project and exit Unity Editor 5. Run a build in batchmode (example attached in internal notes) 6. Observe the Bu…

Retrieved 2026-11-10
Fixed scene loading race conditions when using progressive asset loading.
WebFix
Fixed stack overflow in Adb.Exec/DumpLogInternal recursion.
Fixed streaming of response body in UnityWebRequest when server does not set "Content-Length" header.
Linked bug report
UUM-146537: FetchWithProgress Content-Length detection always returns true due to incorrect null check

Description: In PlatformDependent/WebGL/UnityLoader/FetchWithProgress.js line 31, lengthComputable is computed as: var lengthComputable = typeof response.headers.get('Content-Length') !== "undefined"; Headers.get() returns null when a header is absent, and typeof null is "object", which is never "undefined". This means lengthComputable is always true, regardless of whether the Content-Length h…

Retrieved 2026-11-09
WebFixServerUUM-146537
Fixed UnityHttpMessageHandler leaking its Abort() cancellation registration.
Fixed WASM_SIZE, wasmFileSize that is used in memory profiler.
Fixed Web platform build when output asset sizes are larger than 2 GB, and the build error message if output asset sizes are larger than 4 GB (unsupported).
Linked bug report
UUM-112909: Build fails with "System.IO.IOException: The file is too long." when building with an asset that is over 2GB

How to reproduce: 1. Open the “unity-2gb-bug.zip“ project 2. Open the “terrain-demo“ scene 3. Build for WebGL Expected result: Build does not fail Actual result: Build fails with “System.IO.IOException: The file is too long. This operation is currently limited to supporting files less than 2 gigabytes in size.“ Reproducible with: 6000.0.54f1, 6000.1.13f1, 6000.2.0b12, 6000.3.0a3 Reproducible e…

Retrieved 2026-11-09
Added JSPI support to enable WebGPU sync readback functions.
WebGLFix
Fixed a crash and "multisampled flag doesn't match" validation errors on the WebGPU backend when render targets were recreated, for example while resizing the canvas with matchWebGLToCanvasSize enabled.
Linked bug report
UUM-149827: Resizing window continually can crash the game

Steps to reproduce: Use the PWA template so the canvas is resized to the window Build and run for WebGPU Continually resize the window. The crash can happen randomly. Actual results: Expected results: Reproducible with versions: Not reproducible with versions: Can’t test with versions: Tested on (OS): Notes: The issue is that the destroyed texture can still be used by a BindGroup for a render …

Retrieved 2026-11-10
WebGLFixUUM-149827
Fixed an issue where ASTC-compressed textures with multiple layers and mipmaps were having their texture data uploaded incorrectly.
WebGLFixUUM-145086
Fixed error if shader expects a cube texture but a texture wasn't explicitly bound.
Linked bug report
UUM-150746: cube map textures error if not set

Steps to reproduce: WebGPU requires a texture to be bound if the shader expects a texture. A dummy texture will be used if one isn't set explicitly. There is an error if the shader expects a cube texture, as a 2d texture will be bound. WebGPU should provide a dummy cube texture in this scenario. Actual results: Expected results: Reproducible with versions: Not reproducible with versions: Can’t…

Retrieved 2026-11-10
WebGLFixUUM-150746
Fixed issue in WebGPU Device Filter editor control layout.
WebGLFixUUM-146418
Improved performance by using the device native format for the intermediate color texture.
Linked bug report
UUM-150744: Use native format for intermediate render texture

Steps to reproduce: WebGPU currently always uses BGRA format for the intermediate render texture. GPUs have a preferred render texture format, either BGRA or RGBA. Using the preferred format for the intermediate render texture will provide some performance benefit. Actual results: Expected results: Reproducible with versions: Not reproducible with versions: Can’t test with versions: Tested on …

Retrieved 2026-11-10
WebGLFixUUM-150744
WebGPU fix for incorrectly mapped ASTC sRGB formats.
WebGLFixUUM-154502
WebGPU: Fix error on some mobile devices due to the lack of the float32-blendable WebGPU extension.
Linked bug report
UUM-145735: URP errors when float32-blendable isn't available

Steps to reproduce: Build and run default URP Template with WebGPU Actual results: Errors in the console Expected results: Reproducible with versions: Not reproducible with versions: Can’t test with versions: Tested on (OS): Notes:

Retrieved 2026-11-09
WebGLFixUUM-145735
WebGPU: improve memory usage of uniform buffers and dynamic vertex buffers
WebGLFixUUM-152972
[WebGPU] Fix crash that can occur when destroying and creating shaders.
Linked bug report
UUM-145390: Type error is thrown when a new ComputeShader is instantiated after destroying previous ComputeShader

How to reproduce: Open the attached project “IN-140439” In Project Settings, ensure that WebGPU is selected as the Graphics API Build and Run the project for Web Observe the browser and its console Actual result: “TypeError: can't access property "label", wgpu[o] is undefined” is thrown and the game stops running after “[GenericComputeLifecycleRepro] Cycle 2: dispatch ResetCounter.” is printed…

Retrieved 2026-11-09
WebGLFixUUM-145390
[WebGPU] Fixed case of render_attachment usage flags being set on textures when not needed, potentially affecting performance of those textures.
WebGLFixUUM-150892
Added CoreCLR architecture-dependent managed assembly support to Windows player build pipeline, including Visual Studio solution export.
WindowsFix
Fixed a top-level menu returning to the wrong position in the menu bar after being removed and restored.
WindowsFix
Fixed an issue where truncated reads over 32MiB through the AsyncReadManager would fail with Direct Storage enabled.
WindowsFixUUM-149542
Fixed an issue where Windows pen input did not generate mouse pointer events (Input.GetMouseButtonDown) when using the Input Manager in standalone Player builds.
Linked bug report
UUM-140737: Windows Pen input does not generate mouse pointer events when using Input Manager

How to reproduce: 1. Open the attached project “IN-140808“ 2. Open Build Profiles, File → Build profiles 3. Select Windows platform 4. Make sure “Scene list” contains “Scenes/SampleScene” 5. Enable “Development build” 6. Build and Run 7. Connect Pen tablet to the computer 8. Press the Pen on the top left of the tablet 9. Observe the Development console 10. Press the Pen on the middle part of t…

Retrieved 2026-11-09
WindowsFixUUM-140737
Fixed case of plugin errors being logged when logging is disabled on Windows.
WindowsFixUUM-149022
Fixed display activation failing after introducing the GameWindow API.
Windows
Fixed GameWindow reporting client rendering area position instead of window frame position
WindowsFix
Fixed lag when dragging an object over docked window tabs in the Windows Editor.
WindowsFixUUM-156431
Fixed On Demand Rendering related issues when hiding and resizing embedded window.
Linked bug report
UUM-102668: Hang or broken viewport after hiding on-demand-rendering Unity window inside a Winforms host app

Steps to reproduce: 1. Open the attached “HiddenWindowErrors.zip” project 2. Build the project 3. In File Explorer, open “ReproWindowsHost/ReproHost” 4. Open the “ReproHost.sln” 5. In “Form1.cs” line 67, paste the path to the built project .exe file 6. Run the project 7. Click “Toggle Visibility” and make the window bigger 8. Click “Toggle Visibility” two times to show and hide the window 9. M…

Retrieved 2026-11-09
WindowsFixUUM-102668
Fixed the splash screen not fading out smoothly on start.
WindowsFixUUM-140141
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 blocky or shifted lighting artifacts that could appear on XR platforms especially when using dynamic resolution in Deferred or Forward+ rendering paths.
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
Fixed XR graphics becoming frozen when changing the MSAA level at runtime, while having depth textures submission enabled.
XRFix
Now when using intermediate textures in URP (such as with post-processing), the XR eye texture will no longer force MSAA when enabled which previously incurred a performance cost with no additional benefit due to already resolving to 1x sampling before the final pass.
OnDemandRendering.effectiveRenderFrameRate returns the correct refresh rate on XR devices instead of a default value.
XRFix
Quad Views: Fixed issue where lights were culled within view when forward+ was enabled, causing artifacts in the periphery.
Removed AABB boundary expansion from SplitCullObjectsWithoutUmbra.
XRFix
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 the merge behavior of 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". -Elements with conflicting values for the "version" key resolve to the highest provided version number.
FixesFix
7000.0.0a165 shown
Back gesture/button closes the app after returning from background when "Run In Background" and "Predictive Back Support" are enabled
Linked bug report
UUM-159613: Back gesture/button closes the app after returning from background when "Run In Background" and "Predictive Back Support" are enabled

How to reproduce: 1. Create and open a new project 2. Navigate to Project Settings, Player tab (Edit > Project Settings > Player) 3. Toggle on Predictive Back Support (Other Settings) 4. Toggle on Run Without Focus (Resolution and Presentation) 5. Build and Run for Android 6. On the device tap or gesture the back action 7. Notice the app doesn’t go to background or close 8. Put the app in fore…

Retrieved 2026-11-10
AndroidKnown issueCautionUUM-159613
"contains a TextureImporter object at version 4, below the supported minimum (10)" warnings are thrown when creating a project from the Multiplayer Third Person Gameplay template
Linked bug report
UUM-156317: "contains a TextureImporter object at version 4, below the supported minimum (10)" warnings are thrown when creating a project from the Multiplayer Third Person Gameplay template

How to reproduce: 1. Create a new project from the "Multiplayer Third person gameplay" template (1.0.9) 2. Observe the Console Expected results: No warnings are thrown on first open Actual results: About 155 "Serialized file "<path>.meta" contains a <Importer> object at version N, below the supported minimum (M). Open and re-save the file to upgrade." warnings are thrown, for 150 template asse…

Retrieved 2026-11-11
Multiplayer FPS/Third Person TemplatesKnown issueCautionUUM-156317
Compilation errors are thrown when creating a project from the "Multiplayer Third Person Gameplay" template after Netcode for GameObjects is upgraded to 3.0.0
Multiplayer FPS/Third Person TemplatesKnown issueCautionUUM-156276
First Person Multiplayer Template does not compile and prompts entering Safe mode on launch due to obsolete code being used
Multiplayer FPS/Third Person TemplatesKnown issueCautionUUM-156433
AssetBundle MonoBehaviour shows as missing script in standalone Player when its assembly is loaded at runtime with Assembly.Load
Linked bug report
UUM-159333: AssetBundle MonoBehaviour shows as missing script in standalone Player when its assembly is loaded at runtime with Assembly.Load

How to reproduce: Open the attached "IN-152532" project Open Build Settings and switch the platform to Standalone (Windows or macOS) Build and run the "ReproScene" scene as a standalone Player Observe the logs of the Player Actual result: The MonoBehaviour from the AssetBundle does not bind to the script of the assembly loaded at runtime, so the component shows as a missing script Expected res…

Retrieved 2026-11-11
Scripting RuntimeKnown issueCautionUUM-159333

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