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6000.7.0b317 shown
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 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] 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 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 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 blocky or shifted lighting artifacts that could appear on XR platforms especially when using dynamic resolution in Deferred or Forward+ rendering paths.
Fixed XR graphics becoming frozen when changing the MSAA level at runtime, while having depth textures submission enabled.
XRFix
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
6000.6.4f153 shown
6000.2.0b2: [Vulkan] Crash on SIGSEGV in vk::OnscreenSwapChain::AcquireNextImage when vkAcquireNextImageKHR returns VK_TIMEOUT
Linked bug report
UUM-153744: Crash on SIGSEGV in vk::OnscreenSwapChain::AcquireNextImage when vkAcquireNextImageKHR returns VK_TIMEOUT

Steps to reproduce: 1. Open the attached “IN-154347_ReproCrashVulkan.zip” project 2. From the menu bar, open File > Build Settings 3. Select Android as the Build Profile 4. Tick the Development Build checkbox 5. Build the Player 6. Open a terminal, navigate to the build output folder, and run: sh bench.sh -k <name>.apk -c 7. Open results/RESULT.txt and confirm it contains DFVKTIMEOUT lines 8. …

Retrieved 2026-11-11
Known IssuesKnown issueBlockerUUM-153744
6000.3.14f1: [Multiplayer Play Mode] Play Mode Scenario stays in the "Deploying" state when entering Play mode with an additional Editor instance and the Vulkan graphics API
Linked bug report
UUM-154645: Play Mode Scenario stays in the "Deploying" state when entering Play mode with an additional Editor instance and the Vulkan graphics API

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

Retrieved 2026-11-10
Known IssuesKnown issueCautionUUM-154645
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
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
[WinEditor] Play Mode framerate drops significantly when moving the mouse cursor with high polling rate
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
Known IssuesKnown issueCautionUUM-142550
Added: New public API, Detach(node) and DetachChildren(node) on Hierarchy and HierarchyCommandList. A detached node keeps its data map entry but is unreachable from Root.
ScriptingAPI change
Added: New public API, IHierarchyNodeTypeHandlerViewModelState, and GetOrCreateHandlerState<T>, TryGetHandlerState<T> and DestroyHandlerState on HierarchyViewModel, for node type handler state that belongs to a single view model. HierarchyNodeTypeHandlerBase.SearchBegin, SearchMatch and SearchEnd gained overloads taking the HierarchyViewModel running the search.
ScriptingAPI change
Deprecated: HierarchyNodeTypeHandlerBase.SearchBegin(HierarchySearchQueryDescriptor), SearchMatch(in HierarchyNode) and SearchEnd() are obsolete. Use the overloads that take a HierarchyViewModel, since handlers are shared by every view model on a hierarchy.
ScriptingBreaking
Fixed the Open Tile Palette button and Tilemap Focus dropdown not filling the full width of their Scene view overlay.
Linked bug report
UUM-151417: "Open Tile Palette" menu item doesn't fully fill the width of its dropdown overlay in the Scene view

How to reproduce: 1. Create a new Unity project using the Universal 2D template 2. In the Project window, right-click -> Create -> 2D -> Tiles -> Hexagonal Rule Tile 3. Select the created Asset 4. In the Scene view, observe the "Open Tile Palette" Overlay Expected results: The "Open Tile Palette" menu item fills the full width of the Overlay Actual results: The "Open Tile Palette" menu item is…

Retrieved 2026-11-10
Fixed the Sprite Frame field edit lock override info box in Project Settings > Sprite Editor staying visible after the checkbox automatically unticks itself when the Sprite Editor window closes.
Linked bug report
UUM-153407: Info box is still displayed after the "Sprite Frame field edit lock override" checkbox is automatically unticked

Reproduction steps: 1. Create a new Universal 2D project 2. Create any Sprite (Create > 2D > Sprite) 3. Edit > Project Settings… > Sprite Editor 4. Enable Sprite Frame field edit lock override and observe the info box that appears below it 5. Select newly created Sprite Asset and click “Open Sprite Editor” button 6. Close the Sprite Editor window and observe Project Settings > Sprite Editor Ac…

Retrieved 2026-11-10
Fixed the Sync Active Palette button in the Tile Palette window being cut off or hidden when the window is resized horizontally.
Linked bug report
UUM-152530: Sync Active Palette button in the Tile Palette window is easily cut off or covered due to horizontal window scaling

Steps to reproduce: Open the attached project Observe the Sync Active Palette button next to the Tile Palette drop-down Scale the Tile Palette window horizontally and observe the button Actual results: The button gets easily cut off or covered as other elements are prioritised, leaving it inoperable despite free space being present Expected results: The Sync Active Palette button remains visib…

Retrieved 2026-11-10
The sourceBounds from a NavMeshData object generated far from origin were incorrectly including the origin. These bounds now wrap tightly around the meshes used for building the NavMesh.
Linked bug report
UUM-152672: NavMeshData sourceBounds include the build origin when all sources are on one side of the origin position

Reproduction steps: 1. Open the attached project “NavMeshTest” 2. In the Hierarchy window select “NAV MESH 1” GameObject 3. In the Inspector window Bake the NavMeshSurface 4. In the Hierarchy window select “NAV MESH 2” GameObject 5. Repeat step 3 6. Inspect “NAV MESH 1” and “NAV MESH 2” bounds in the Game view Expected result: Bounds for both GameObjects only include geometry Actual result: Bo…

Retrieved 2026-11-10
Fixed a crash in the Frame Debugger when inspecting constant buffers under Direct3D 12.
Linked bug report
UUM-146746: Crash on D3D12CommandList::PrepareExecute when inspecting URP DrawOpaque or Lit ForwardPass constant buffers

How to reproduce 1. Open the attached “IN-146933” project 2. Open the “crash” scene 3. Open the “Frame Debugger” tab and click “Enable” 4. Click on the “DrawOpaqueObjects“ frame 5. Observe the crash Reproducible with: 6000.6.0a7, 6000.6.0b3, 6000.7.0a2 Not reproducible with: 6000.0.79f1, 6000.3.19f1, 6000.5.4f1, 6000.6.0a6 Reproduced on: Windows 11 Not reproduced on: No other environment teste…

Retrieved 2026-11-11
DX12FixUUM-146746
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 a bug where the Linux Editor wasn't anchoring the Help and Window menus to the end of the main menu bar.
EditorFixLinuxUUM-113169
FIxed a bug where the main toolbar unity logo appeared vertically stretched on mac retina display.
Linked bug report
UUM-134520: Unity logo icon in the main toolbar has incorrect proportions

Steps to reproduce: Open Unity Look at the far left of the top toolbar where the Unity logo is Actual results: Icon has incorrect proportions/ratio and looks slightly skewed Expected results: Icon appears with the correct proportions Reproducible with versions: 6000.0.7f1, 6000.5.0a8 Can’t test with versions: 6000.0.6f1 (The logo was introduced from 6000.0.7f1 onwards) Tested on (OS): Mac 15.7…

Retrieved 2026-11-09
EditorFixUUM-134520
Fixed account dropdown display when entering play mode.
Linked bug report
UUM-150759: Username field briefly displays "Sign in" when entering Play mode

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

Retrieved 2026-11-10
EditorFixUUM-150759
Fixed closing the Editor with unsaved changes in a UI Toolkit stage (VisualElementEditingStage) showed the "UI Stage - Unsaved Changes Detected" popup after the Save Scene dialog, and clicking *Cancel* did not stop the Editor from closing, so the unsaved changes were lost.
Linked bug report
UUM-147023: “UI Stage - Unsaved Changes Detected” popup appears after the Save Scene popup causing unsaved changes lost/discarded when closing the Editor and clicking the Cancel button

Steps to reproduce: Create a new Unity project using the Universal 3D template Create a new Visual Element (UI Toolkit > Standard Elements > Visual Element) Click "Continue" Exit the Editor Click "Save" Click "Cancel" Observe the Editor Actual results: The Editor is closed with unsaved changes Expected results: The Editor is not closed because the "Cancel" button was clicked Reproducible with …

Retrieved 2026-11-10
EditorFixUUM-147023
Fixed the Build Profiles window not updating displayed property values after an undo or redo until the mouse was moved.
Linked bug report
UUM-150356: Build Profiles window does not repaint after Undo/Redo, property values only update once the mouse is moved

Steps to reproduce: Create a new Unity project using the Universal 3D template Open File > Build Profiles Select or create a Build Profile Change Compression Method from its current value to another Without moving the mouse, press the Undo shortcut (Cmd+Z / Ctrl+Z) Observe the Compression Method dropdown Move the mouse over the Build Profiles window Repeat step 6 Actual results: The dropdown s…

Retrieved 2026-11-10
EditorFixUUM-150356
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
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 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 a heap-buffer-overflow read when deduplicating overlapping Light Probes from multiple loaded scenes.
Removed a 17 B main-thread GC allocation that occurred on every input update tick in Mono players.
InputFixUUM-147633
Unity Transport: Fixed an issue where sending packets on UDP connections that don't have a remote peer anymore could eventually result in exhausting the receive queue, causing the server to not be able to receive anything anymore.
MultiplayerFixServerUUM-151844
Fixed UnityWebRequest cookies occasionally reverting to an older value when a slower request completed after a faster concurrent request to the same host had already set a newer cookie.
Linked bug report
UUM-150958: UnityWebRequest cookie cache rolls back to an older value when a slow concurrent request completes without a Set-Cookie header

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

Retrieved 2026-11-10
NetworkingFixUUM-150958
Fixed GameObjects so now it cast correct shadows after Shader.globalMaximumLOD is changed at runtime.
Linked bug report
UUM-150226: GameObjects cast identical shadows in the built Player after Shader.globalMaximumLOD is changed at runtime

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

Retrieved 2026-11-10
PlayerFixUUM-150226
Fixed an InvalidOperationException that could be thrown in the Profiler window when the Physics (2D) module was selected and another Editor window was maximized or restored.
Linked bug report
UUM-151943: Profiler throws InvalidOperationException errors if Physics 2D module is selected and another editor window is maximised

Steps to reproduce: Open the attached project Set the Profiler to Edit mode to capture some data Select the Physics (2D) module in the Profiler window to view its live stats Maximise another Editor window Exit maximised state Observe the Console window Actual results: No errors or warnings are thrown if another window is maximised Expected results: "InvalidOperationException: Cannot modify Vis…

Retrieved 2026-11-10
ProfilerUUM-151943
Fixed long cloud project names not being truncated in the Cloud project dropdown in Services settings.
Linked bug report
UUM-150192: "Cloud project" selection dropdown in Services General Settings doesn't truncate long project names, overflowing past its own boundary

Steps to reproduce: In https://cloud.unity.com/, create an org and a project with longer titles Open Project Settings > Services > General Settings Set "Organization" to an org with a long name Click the "Cloud project" dropdown Observe the list of project names in the dropdown, particularly ones with long titles Actual results: Long project names in the dropdown list are not truncated with an…

Retrieved 2026-11-10
ServicesFixUUM-150192
Fixed a random crash that could occur during shader variant uploads in Player builds.
ShadersFixUUM-150584
Fixed editor crash by making UniqueIDGenerator thread-safe.
ShadersFixUUM-146812
Fixed the GPU Resident Drawer help box in the Rendering Debugger displaying C# type names, such as "GPUResidentDrawer" and "RenderPipelineAsset", instead of readable names.
Linked bug report
UUM-138009: Incorrect help box text displays class names in Rendering Debugger GPU Resident Drawer settings

Steps to reproduce: Create a project Go to "Window -> Analysis -> Rendering Debugger" Select the "Rendering" item Expand the "GPU Resident Drawer Settings" section in the "Rendering" window Observe the displayed help box Actual results: Help box displays several code strings instead of human language - "GPUResidentDrawer Drawer" and "RenderPipelineAsset" Expected results: It should be "GPU Res…

Retrieved 2026-11-09
SRP CoreFixUUM-138009
Fixed the Scan and Convert Assets buttons in the Render Pipeline Converter window being hidden when the window was narrower than its content.
Linked bug report
UUM-151491: Scan and Convert Assets buttons are hidden if scaling the window horizontally

Steps to reproduce: Download attached project and open in Unity Open Render Pipeline Converter window >> Windows >> Rendering >> Render Pipeline Converter. Resize the window horizntally. Actual results: Scan and Convert Assets buttons will be hidden once resizing the window. Sometimes even just opening the window makes the buttons hidden already. Expected results: Buttons should be anchored to…

Retrieved 2026-11-10
SRP CoreFixUUM-151491
Fixed a crash in shadow culling when a render pass culled the same Camera a second time while a Terrain with Draw Instanced disabled was visible.
Linked bug report
UUM-151731: Crash on SendShadowCullingCallbacks when creating a new Terrain and entering the Play Mode

Reproduction steps: 1. Open the attached “BugRepro” project 2. Open the “Assets/Scenes/Prototype_Level2_NuclearEstate.unity“ Scene 3. Enter the Play Mode 4. Observe the Crash Reproducible with: 6000.3.23f1, 6000.5.11f1, 6000.6.0f1, 6000.7.0a6 Couldn't test with: 6000.0.83f1 (Could not resolve compilation errors) Reproducible on: Windows 11 Not reproducible on: No other environment tested Note:…

Retrieved 2026-11-10
TerrainFixUUM-151731
Fixed the Font Asset Creator and Sprite Importer windows failing to reload and logging a serialization error when toggling UI Toolkit Live Reload.
Linked bug report
UUM-150353: Font Asset Creator and Sprite Importer windows throw Window serialization errors when enabling or disabling UI Toolkit Live Reload option

Steps to reproduce: Open the attached project Right-click on the Font Asset Creator window's handle Select the option to enable/disable the UI Toolkit Live Reload option Observe the Console window Actual results: "Window serialization will fail" error message is thrown every time the option is enabled/disabled Expected results: No warnings or Errors are thrown when enabling or disabling the UI…

Retrieved 2026-11-10
TextCoreFixWindowsUUM-150353
Fixed errors in the Console when animating a UI Document component's Pivot Reference Size, Pivot, Position or Size Mode property. These properties are no longer offered in the Animation window.
Linked bug report
UUM-148476: “NullReferenceException” and "invalid enum value" errors are thrown in the Console when animating the Pivot Reference Size property of a UI Document in the Animation window

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. In Hierarchy window create Empty GameObject and select it 3. In Inspector window add UI Document and Animation Components 4. Add/create new Source Asset and Panel Settings for UI Document Component 5. Open Animation window 6. Create Animation Clip for GameObject 7. Add Pivot Reference Size Property 8. Enable keyfram…

Retrieved 2026-11-10
UI ToolkitFixUUM-148476
Fixed Foldout tooltips being displayed at the bottom of the section instead of under its header.
Linked bug report
UUM-145747: Section tooltips appear at the bottom of it resulting in the visual Tooltip jumps

How to reproduce: 1. Create a new Unity project and install the Multiplayer Services package 2. In the Project window, right-click -> Create -> Services -> Multiplayer -> Multiplayer Session 3. In the Inspector, expand the Session Player Events 4. Hover on the sub-sections and between them and observe the tooltips Expected results: All tooltips appear where the cursor is hovered Actual results…

Retrieved 2026-11-09
UI ToolkitFixUUM-145747
Fixed learn more Help URL in Project Preview Theme settings opening for the wrong unity version.
UI ToolkitFix
Fixed SVG gradients xlink:href inheritance.
Linked bug report
UUM-150193: SVG gradient renders with unassigned UVs when linearGradient partially inherits coordinates via xlink:href

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

Retrieved 2026-11-10
UI ToolkitFixUUM-150193
Fixed the Backdrop Filter not being rendered in the UI Viewport in UI staging mode.
Linked bug report
UUM-149971: Backdrop Filter is not rendered in the UI Viewport in UI Staging Mode

Reproduction steps: 1. Create a new project 2. Create any Standard Element (e.g. GameObject > UI Toolkit > Standard Elements > Label) and save UXML file 3. Select the Standard Element in the Hierarchy and set Background Alpha value to 0 4. Add any Backdrop Filter in the Inspector 5. Change Filter value 6. Observe the Element in the UI Viewport Actual result: Backdrop Filter is not rendered in …

Retrieved 2026-11-10
UI ToolkitFixUUM-149971
Fixed the Dynamic Atlas Viewer window failing to reload and logging a serialization error when toggling UI Toolkit Live Reload.
Linked bug report
UUM-150660: UI Toolkit Debugger's Dynamic Atlas Viewer window throws a window serialization error if Live Reload is enabled

Steps to reproduce: Create a new project Open the UI Toolkit Debugger window (Window -> UI Toolkit -> Debugger) Select any window as the debugger's target Press the Texture Atlas Viewer button to open its window Right-click on the Texture Atlas Viewer window handle Select the UI Toolkit Live Reload option Observe the Console window Actual results: A window serialisation error is thrown every t…

Retrieved 2026-11-10
UI ToolkitFixUUM-150660
Fixed the UXML asset preview rendering after its asset was deleted.
Linked bug report
UUM-147940: "SoftDelete" warning is thrown and Editor freezes when deleting a UXML Asset via keyboard shortcut

Steps to reproduce: 1. Open the attached Unity project “ConsoleWarnings.zip” from provided Google Drive link 2. Clear warnings and errors in the Console window once project is open 3. Select New UXML Asset in the Project window 4. Press delete with keyboard shortcut multiple times 5. Observe the Editor and Console window Actual results: “The operation "SoftDelete" cannot be executed because th…

Retrieved 2026-11-10
UI ToolkitFixUUM-147940
Fixed the UXML file being marked as having unsaved changes after canceling a rename in the UI Builder Hierarchy.
Linked bug report
UUM-139551: UXML gets dirty when canceling the renaming action in UI Builder

Steps to reproduce: Create a new project Create and open a new UI Document Add a VisualElement to the Hierarchy Press F2 to rename the element Press ESC to cancel the renaming action Observe the .uxml header Actual results: The file is dirty Expected results: The file is not dirty Reproducible with versions: 2023.1.0a10, 6000.0.72f1, 6000.3.13f1, 6000.4.3f1, 6000.5.0b4, 6000.6.0a2 Tested on (O…

Retrieved 2026-11-09
UI ToolkitFixUUM-139551
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
6000.3.25f130 shown
6000.2.0b2: [Vulkan] Crash on SIGSEGV in vk::OnscreenSwapChain::AcquireNextImage when vkAcquireNextImageKHR returns VK_TIMEOUT
Linked bug report
UUM-153744: Crash on SIGSEGV in vk::OnscreenSwapChain::AcquireNextImage when vkAcquireNextImageKHR returns VK_TIMEOUT

Steps to reproduce: 1. Open the attached “IN-154347_ReproCrashVulkan.zip” project 2. From the menu bar, open File > Build Settings 3. Select Android as the Build Profile 4. Tick the Development Build checkbox 5. Build the Player 6. Open a terminal, navigate to the build output folder, and run: sh bench.sh -k <name>.apk -c 7. Open results/RESULT.txt and confirm it contains DFVKTIMEOUT lines 8. …

Retrieved 2026-11-11
Known IssuesKnown issueBlockerUUM-153744
Black screen is shown when Bloom is active with 2D Renderer
Linked bug report
UUM-150232: Black screen is shown when Bloom is active with 2D Renderer

Steps to reproduce: 1. Open the attached project “IN-149644” 2. Build and Run for iOS 3. Launch the app on iPhone 4. Observe the screen Actual result: The screen after the launch screen stays black Expected result: The screen after the launch screen has a blue background Reproducible with: 6000.3.0a1, 6000.3.21f1, 6000.5.7f1, 6000.6.0b7, 6000.7.0a4 Not Reproducible with: 6000.0.81f1, 6000.2.0b…

Retrieved 2026-11-10
6000.3.0a16000.0.51f1Known issueCautionUUM-150232
6000.3.13f1: Deadlock on exiting Play Mode when a Shader is destroyed while async shader compilation has queued variant requests for a different shader with Graphics Jobs enabled
Linked bug report
UUM-152966: Deadlock on exiting Play Mode when a Shader is destroyed while async shader compilation has queued variant requests for a different shader with Graphics Jobs enabled

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

Retrieved 2026-11-11
Known IssuesKnown issueCaution
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
Updated the bundled 7-Zip to version 26.03.
Build SystemImprovement
Updated the Gradle version shipped with the Editor from 9.1.0 to 9.3.1.
AndroidChange
Fixed an issue where the input field caret moved back to the end of the text when typing.
Linked bug report
UUM-121294: The Input field caret moves back to the end of the text when typing

Reproduction steps: 1. Open the attached “IN-119675“ project 2. Build and Run the Android or iOS Player 3. Select the InputField in the Player 4. Enter numbers and confirm that commas are inserted at appropriate positions 5. Move the caret to any other position 6. Enter one digit 7. Observe the Input field Expected Result: The caret remains at the position where the number was entered Actual R…

Retrieved 2026-11-10
AndroidFixiOSUUM-121294
Fixed bidirectional synchronization between the virtual keyboard and UGUI textfield.
AndroidFixUUM-133870
Fixed editText setText resets the IME's internal cursor to end-of-text, independently of the EditText's selection.
AndroidFixUUM-142513
Fixed TouchScreenKeyboard.selection.length always returning 0.
Linked bug report
UUM-125821: TouchScreenKeyboard.selection.length always returns "0" when any length text is selected

Reproduction steps: 1. Open the attached “IN-123387“ project 2. Build and Run the Android Player 3. In the Player, tap on the Text InputField at the top 4. Select all text in the field 5. Observe the “Length” value below the InputField Expected result: If the selected text is “aaaa” the Length returns “4” Actual result: Length always returns “0” Reproducible with: 2022.3.33f1, 2022.3.68f1, 600…

Retrieved 2026-11-10
AndroidFixUUM-125821
SystemInfo.processorModel and SystemInfo.processorManufacturer now return unknown on Android API levels below 32 instead of a warning string, matching the behaviour on other platforms.
AndroidFixUUM-150389
Fixed 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
The Editor no longer logs an error when the audio output device fails to re-initialize while resuming the output 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 could not be resumed.
AudioFixUUM-115959
Fixed 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
Fixed mesh particles rendering with incorrect UVs (and other vertex channels) when the source mesh used a non-float vertex format such as 8-bit UNorm.
Linked bug report
UUM-141864: UV channels render with visual artifacts when 8-bit UV bit depth is used on ParticleSystem Meshes

How to reproduce: Open the attached "IN-142339" project Open the "Scenes/SampleScene" Scene In the Hierarchy window, select both ParticleSystem GameObjects Observe the Game view Actual result: The ParticleSystem using 8-bit UV depth renders with black/artifacted UV channels Expected result: Both ParticleSystems (8-bit and 16-bit UV depth) render identically Reproducible with: 2023.1.0a10, 6000…

Retrieved 2026-11-09
EditorFixUUM-141864
Fixed Undo/Redo for "GPU Instancing" and "Double Sided Global Illumination" fields for Materials in Inspector.
Linked bug report
UUM-143569: Undo/Redo does not work correctly for "Enable GPU Instancing" and "Double Sided Global Illumination" checkboxes for Shader Graph Material

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Import provided Shader Graph to the project “ShaderGraph.unitypackage” 3. Right-click on imported Shader Graph Asset > create Material 4. Select created Material 5. In Inspector window change Queue Controls to “UserOverride” 6. Enable checkboxes for “Enable GPU Instancing” and “Double Sided Global Illumation” 7. Und…

Retrieved 2026-11-09
EditorFixUUM-143569
Reduced GC allocations when a GUISkin style is assigned during OnGUI.
Linked bug report
UUM-134155: UIElements memory allocations grow when interacting with IMGUI custom Editor window

Reproduction steps: 1. Open the attached project "ReproProj" 2. In Project window click “/Assets/Plugins/Pixel Crushers/Dialogue System/Demo/Data/Demo Database.asset“ 3. In inspector, click Edit to open a custom Editor window 4. Click on the Conversions tab 5. Open Profiler (Window > Analysis > Profiler) 6. Run Profiler in Edit mode 7. Observe GC Alloc of UIElementsUtility.DoDispatch events Ex…

Retrieved 2026-11-09
IMGUIFixUUM-134155
Fixed the Editor hanging on the splash screen when a dialog opened while a scene was loading.
Linked bug report
UUM-151324: Editor hangs on the splash screen when a file required to restore the last-opened scene fails to open on startup

How to reproduce: Open the attached “IN-150360-repro-deadlock” project Open the “HeavyScene” Close the Editor Make a file required by that scene unreadable, e.g. run "chmod 000" on the scene file (HeavyScene.unity) Open the attached project again Actual result: The Editor freezes on the splash screen and a window titled "Opening file failed" is created but never painted or clickable, placed at…

Retrieved 2026-11-10
LinuxFixUUM-151324
Fixed Camera Fade OFF + Soft Particles ON combination making particles disappear on some devices.
Linked bug report
UUM-146249: Particles are not rendered when particle's material shader is set to URP/Particles, Soft Particles is enabled and Camera Fading is disabled

How to reproduce: 1. Open the attached “IN-147009” project 2. Build and Run to Android 3. Observe the device Actual result: Only the skybox can be seen Expected result: A smoke particle is visible Reproducible with: 6000.0.0f1, 6000.0.78f1, 6000.3.19f1, 6000.5.2f1, 6000.6.0b2, 6000.7.0a1 Built on: macOS 26.5.1 (M1 Pro) Reproducible on devices: VLNQA00642 - Google Pixel 9a (Pixel 9a), CPU: Goog…

Retrieved 2026-11-09
ParticlesFixUUM-146249
Added guard to avoid hitting a debug assert in dev player builds.
PlayerFixUUM-152365
Fixed a NullReferenceException thrown when saving Profiler data from the top menu of the Standalone Profiler window after toggling the UI Toolkit Live Reload option.
Linked bug report
UUM-150706: Standalone Profiler throws a NullReferenceException when saving Profiling data via top-menu after enabling or disabling UI Toolkit Live Reload option

Steps to reproduce: Open the attached project Open the Standalone Profiler window (Analysis -> Profiler (Standalone Process)) Enter Play mode and record a few frames Pause the Recording Right-click on the Standalone Profiler window's handle Enable or disable the UI Toolkit Live reload option In the Top Menu, select the option to save the recording (File -> Save to profile data file) Observe th…

Retrieved 2026-11-10
ProfilerFixUUM-150706
Resolve hang during compilation.
ScriptingFixUUM-126023
Fixed render passes not being merged on older iOS devices (Apple GPU family 3 and below) once a native pass was considered to be over the on-tile pixel storage limit, which serialized the whole frame into one native pass per render pass.
Linked bug report
UUM-148865: Render Graph fails to batch some passes when running on iPhone's with PowerVR GPUs

How to reproduce: 1. Open the attached “IN-149334” project 2. Open Build Profiles, File > Build Profiles 3. Switch to iOS profile 4. Enable Development Build 5. Build and Run for iOS 6. In Xcode select the device to deploy to and run the project 7. In the Editor, open Render Graph Viewer 8. Select the device in the drop down 9. Observe the Render Graph Viewer Actual result: Some passes are not…

Retrieved 2026-11-10
SRP CoreFixiOSUUM-148865
Fixed infinite loop in text measure with hyphen preceded by whitespace.
Linked bug report
UUM-144559: Editor sometimes hangs and loads infinitely when changing values in UI Builder fields by dragging them

How to reproduce: 1. Open the attached "IN-145237_SITextHang.zip" project 2. In the Project tab, double click the "Document" to open it in the UI Builder 3. In the Hierarchy, select "Label" element 4. In the Inspector, expand "Size" properties 5. Click and hold on "Height", and drag to reduce its size to 0 6. Observe the loading popup Actual result: A "Waiting for Unity's code in UnityEditor.U…

Retrieved 2026-11-09
TextFixUUM-144559
Fixed stale font faces after source Font unload/reload.
TextFixUUM-150877
Fixed a potential crash that would occur when generating a font asset in the Font Asset Creator.
Linked bug report
UUM-125366: Crash on UNITY_FT_Load_Glyph when generating multi-threaded Font Atlas in TMPro Font Asset Creator

Steps to reproduce: 1. Open the “user’s attached project” 2. Open “Window/TextMeshPro/Font Asset Creator” 3. Set Source font to “GmarketSansTTFMedium” 4. Set Sampling Point Size to Auto Sizing 5. Set Padding to 7% 6. Set Packing method to Fast 7. Set Atlas resolution to 2048x2048 8. Set Character Set to Characters from File 9. Set Character File to “Characters_ko_Content” 10. Generate Font Atl…

Retrieved 2026-11-09
TextCoreFixUUM-125366
Fixed a potential crash that would occur when generating a font asset in the Font Asset Creator.
Linked bug report
UUM-141061: Crash with multiple stack traces when generating a Font Atlas

How to reproduce: Create a project Install the uGUI package Import TMP Essential Resources (Window > TextMeshPro > Import TMP Essential Resources) Open TMP Font Asset Creator (Window > TextMeshPro > Font Asset Creator) Generate a Font Atlas Observe the crash Reproducible with: 6000.0.0f1 (4ff56b3ea44c), 6000.0.61f1, 6000.0.73f1, 6000.3.14f1, 6000.4.4f1, 6000.5.0b5, 6000.6.0a3 Reproduced on: Wi…

Retrieved 2026-11-09
TextCoreFixUUM-141061
Fixed a potential issue where an alternative font face could be used when generating a font asset in the Font Asset Creator.
Linked bug report
UUM-137866: Glyph Adjustment Table is modified when using an existing TMP Font Atlas to generate a new TMP Font Atlas with the same settings

How to reproduce: 1. Open the attached “IN-137132“ project 2. In the Project window, open the “Original” folder (Assets > Fonts > Original) 3. Double-click “Oswald-SemiBold SDF“ 4. In the Inspector, note the Glyph Adjustment Table’s “Records” count 5. In the Inspector, select Update Atlas Texture 6. In the Font Asset Creator window, click “Generate Font Atlas” and save the Font Atlas as “Regen…

Retrieved 2026-11-09
TextCoreFixUUM-137866
Fixed a potential memory leak that would occur when cancelling font asset atlas generation in the Font Asset Creator.
Linked bug report
UUM-142952: Memory leak warnings are thrown when cancelling the creation of a font asset using render mode SDF16 or SDF32

Steps to reproduce: 1. Create a new project 2. Import the TMP Essential resources (Window → Text Mesh Pro → Import TMP Essential Resources) 3. Open the Font Asset Creator (Window → Text Mesh Pro → Font Asset Creator) 4. Select the “LiberationSans” font in the Source field 5. Select “SDF16” or “SDF32” in Render Mode 6. Press Generate 7. Before completion press the X button 8. Observe the Consol…

Retrieved 2026-11-09
TextCoreFixUUM-142952
Fixed ellipsis line-breaking recursion when the font lacks an ellipsis glyph and Ellipsis overflow mode is selected.
Linked bug report
UUM-134066: "Line breaking recursion max threshold hit" error when Overflow is set to Ellipsis with fonts missing the ellipsis character

How to reproduce: 1. Open the attached “IN-130196” project 2. Open the “SampleScene” 3. In the Hierarchy, expand the “Canvas” GameObject 4. Select the child GameObject “Text (TMP)” 5. In the Inspector, set Overflow to “Ellipsis” 6. Type a long sentence in the “Text Input” field 7. Observe the Console and the Scene windows Actual result: Words get cut off and errors appear in the console Expect…

Retrieved 2026-11-09
uGUIFixUUM-134066

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