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[CoreCLR] User frames are missing from Debug.Log stack traces and uncaught exceptions in Start()/Update() have an empty stack trace
Scripting RuntimeKnown issueCautionUUM-159945
RenderPass related Android errors are logged in Logcat and Console when physically rotating the device
Linked bug report
UUM-157974: RenderPass related Android errors are logged in Logcat and Console when physically rotating the device

How to reproduce: 1. Open the attached ‘IN-154071.zip” Project 2. Turn on Development Build and Script Debugging settings (File → Build Profiles ) 3. Build and Run on Android 4. Rotate the Device while the Player is running 5. Observe the Development Console and or Logcat Actual result: RenderPass related errors - “The dimensions or sample count of attachment don’t match RenderPass…” Expected …

Retrieved 2026-11-10
SRP FoundationKnown issueCautionAndroidUUM-157974
Foundational work for Unified Render Data for 2D Renderers
2DFeature
Editor: RE2, SpeedTree-integration, and embree now provide builds against the dynamic C runtime
EditorFeature
Added a startup dialog that helps projects upgraded from the Built-In Render Pipeline migrate to the Universal Render Pipeline using Project Auditor. Graphics and Quality settings now explain why a project doesn't render and how to fix it.
GraphicsFeature
Introducing early callbacks for iOS/tvOS
iOSFeaturetvOS
Added a Closed network environment setting in Project Settings that lets users with the packages bypass entitlement turn off package signature validation.
Package ManagerFeature
Deprecated version of UPM packages from the Asset Store are now installable from the Package Manager window.
Package ManagerFeature
WebGL: WebGL IL2CPP builds now use .NET 10 base class libraries.
ScriptingFeatureWebGL
For build targets that support shader compilation via the DirectX Shader Compiler (DXC) - currently D3D12 and Vulkan, shader authors can use the new #pragma hlsl_version 2021 to enable the HLSL 2021 set of syntax enhancements detailed on the Microsoft developer blog post (https://devblogs.microsoft.com/directx/announcing-hlsl-2021/)
ShadersFeature
Added keyboard shortcuts and context menu items to add, replace, wrap, and unwrap elements in the UI Toolkit Hierarchy and UI Viewport.
UI ToolkitFeature
Added OpenXR multiple Spatial containers support.
XRFeature
Android builds now use .NET 10 base class libraries.
AndroidImprovement
Added a Console error when an import worker process stops before it connects to the Editor.
Asset PipelineImprovement
Reduced Editor memory used to track script and plugin assets, by about 4 KB per script.
Asset PipelineImprovement
Added per-platform overrides to the Audio Settings, allowing you to specify different settings based on the platform your game will run on.
AudioImprovement
Build Analysis: Added a banner to builds copied in from another project, and disabled selecting their assets in the Project window.
Build PipelineImprovementUUM-143858
Fixed an issue where import workers would add a large unnecessary asset refresh overhead during content directory builds.
Build PipelineImprovementUUM-158754
Added a Pinned libraries section to the MSBuild and NuGet policy page that lists the libraries Unity pins and their versions.
DocumentationImprovement
Reduced the render thread time of constant buffers updated every frame, which sometimes created a new GPU resource instead of reusing one of their previous ones.
DX12Improvement
Fixed reading files larger than 2GB from archives (.apk/.obb/.zip) on 32-bit Android devices.
EditorImprovementAndroid
Improved ConsistencyChecker warning for inconsistent assets. The warning now includes a hyperlink that will automatically open the previous import artifact file and the current import artifact file in a diff tool, streamlining troubleshooting of inconsistent assets.
EditorImprovement
Calling BlobArray<T>.ToArray on an element type that contains BlobArray or BlobPtr fields is now reported as compile error UAC0044, in addition to the existing runtime exception.
EntitiesImprovement
Improved the performance of ComponentLookup, BufferLookup and TransformLookup methods that check whether an entity exists or has a component.
EntitiesImprovement
Added a Material Resolution setting to the Surface Cache Global Illumination renderer feature. New renderer features use Medium, and existing ones keep Very High.
GIImprovement
Added a World Culling view, an option to exclude the Scene view from entity culling, and culled and live entity and chunk counts to the Surface Cache section of the Rendering Debugger.
GIImprovement
Added Entity Culling settings to the Surface Cache Global Illumination volume override, which leave out entities that are beyond a distance from every camera, or smaller than a minimum size on screen, in pixels or degrees.
GIImprovement
Added material atlas usage to the Surface Cache panel of the Rendering Debugger.
GIImprovement
Added support for cutout materials in Surface Cache GI.
GIImprovement
Improved CPU performance of ray tracing acceleration structure builds when the structure contains many static instances or has had many instances removed.
GraphicsImprovement
Reduced render thread time on Metal for buffers updated every frame, such as the constant buffers of the Universal Render Pipeline.
GraphicsImprovement
Improved fallback search handling of special characters.
GraphViewImprovementUUM-152948
Improved fallback search queries in the template browser.
GraphViewImprovementUUM-152891
Implement TimerQueue's MainThreadScheduleTimer for WebGL.
IL2CPPImprovementWebGL
Font directories are now discovered in the Editor via fontconfig. (UUM-157026) First seen in 7000.0.0a9.
LinuxImprovementUUM-157026
Improved the performance of contact solving and of finding new contact pairs.
Physics 2DImprovementUUM-158185
Improved the performance of contact, trigger, body update, and joint threshold callbacks, which no longer query the engine for each event to find its callback target.
Physics 2DImprovementUUM-158710
Improved the performance of engine calls to MonoBehaviour methods such as Update with the IL2CPP scripting backend.
ScriptingImprovement
Prebuild setup, post-build cleanup and player build steps are now reported as timing spans during automated test runs.
Test FrameworkImprovement
Timing spans reported during automated test runs now name their parent test or span explicitly.
Test FrameworkImprovement
2D textures dropped onto uGUI Canvas objects in the hierarchy now create or update a RawImage, or a RawImage animation for multiple textures.
uGUIImprovement
Added the DISABLE_UGUI_UITK_SUPPORT scripting define symbol, which excludes the uGUI integration with UI Toolkit so that player builds can strip the UI Toolkit module when it is only used in the Editor.
Added Prepare Panel Renderers and Update Panel Renderers charts to the UI Toolkit Profiler module, which show the time spent processing Panel Renderer components, including UI reload callbacks.
UI Toolkit
Improved the performance of cloning UXML documents that instantiate templates.
UI ToolkitImprovement
Improved the performance of scheduling and unscheduling actions with VisualElement.schedule in panels that have many scheduled items.
UI ToolkitImprovement
Improved the performance of visual element change notifications in UI Toolkit by only notifying the internal updaters that handle each type of change.
UI ToolkitImprovement
Reduced the GPU memory used to render elements with the filter style property.
UI ToolkitImprovement
Reduced the memory used by each component added to a VisualElement, and by component types that are registered but never added.
UI ToolkitImprovement
Reduced memory use for renderers that have no additional lights or don't use the reflection probe atlas, and main thread time for cameras that see no reflection probe.
URPImprovement
The Forward+ and Deferred+ rendering paths no longer process lights and reflection probes in screen areas that only their part beyond the far plane, or in front of an orthographic camera's near plane, reaches.
URPImprovement
Improved Web Build Size by disabling Input System's Precompiled Layouts for Web Builds.
WebImprovement
Changed: Moved EntityIdTileUtility from the UnityEditor.Tilemaps.Experimental namespace to UnityEditor.Tilemaps.
2DAPI change
Added: Added BuildSummary.projectGuid and BuildSummary.projectName, and BuildReportSummary.ProjectGUID and BuildReportSummary.ProjectName, which record the project that made a build.
Build PipelineAPI change
Removed: Removed the public System.Runtime.CompilerServices.ModuleInitializerAttribute type from UnityEngine.ManagedKernelModule. It was a compiler polyfill that was only present in 7.0 alpha versions. (UUM-157422) First seen in 7000.0.0a2.
BurstBreakingUUM-157422
Deprecated: Deprecated ManagedStrippingLevel.Low. Passing it to PlayerSettings.SetManagedStrippingLevel now throws a NotSupportedException; use ManagedStrippingLevel.Minimal instead.
Code StrippingBreaking
Added: Added ability to reflect information on structs, as one can with functions, from .hlsl assets.
EditorAPI change
Added: Added AnalysisResult.Skipped, which Project Auditor reports for a module that could not run in the current context.
EditorAPI changeUUM-159431
Added: Project Auditor: Added Descriptor.HasAnyAreas and ReportItem.HasAnyAreas to filter issues by area, and made SerializableEnumExtensions public so IssueCategory arrays can be assigned to AnalysisParams.Categories.
EditorAPI changeUUM-156488
Obsoleted: Output an error instead of a warning when ARCoreUpdate and ARCoreEnabled APIs are used.
EditorBreaking
Added: Added an implicit conversion from EntityId to Entity.
EntitiesAPI change
Added: Added GlobalEntityManager, which reads and changes an entity in whichever world owns it, and instantiates an entity from any world into a given world.
EntitiesAPI change
Added: Added MeshInstanceDesc.meshLod to Unified Ray Tracing, so a mesh instance can be built from a single Mesh LOD level. (UUM-159863) First seen in 7000.0.0a9.
GIAPI changeUUM-159863
Added: Added StateMachine.OnDefineSubgraphStateOptions to define the options of subgraph states that reference a state machine.
Graph ToolkitAPI changeUUM-155649
Deprecated: Deprecated Unsupported.useScriptableRenderPipeline because the Built-In Render Pipeline is obsolete
GraphicsBreaking
Changed: Trampoline DisplayConnection is now created with initWithScene: and exposes a scene property; DisplayManager is keyed and subscripted by UIWindowScene instead of UIScreen. (PLAT-22932)
iOSAPI change
Added: Added Unity.Mathematics math.select overloads for bool, bool2, bool3, and bool4 values, with either a single bool or a per-component bool vector as the selection mask.
KernelAPI change
Added: Added "PhysicsHingeJoint.currentSpeed", the speed body B is currently turning relative to body A.
Physics 2DAPI changeUUM-158185
Added: Added "PhysicsShape.ContactFilterModeOverride", "PhysicsShape.ContactFilterGroupModeOverride", and the "contactFilterModeOverride" and "contactFilterGroupModeOverride" properties on "PhysicsWorld" and "PhysicsWorldDefinition", so each world can choose its own contact filter modes.
Physics 2DAPI change
Changed: Changed "PhysicsWorld.bounceIterations" and "PhysicsWorldDefinition.bounceIterations" to have a minimum of one, given by the new "PhysicsConstants.MinBounceIterations".
Physics 2DAPI change
Deprecated: Deprecated "PhysicsShape.ContactFilterGroupMode.Filtering" in favor of "PhysicsShape.ContactFilterGroupMode.Isolate".
Physics 2DBreaking
Removed: Removed the TestRunProfiler API from UnityEditor.TestTools.TestRunner.Api, which was added in an earlier 6000.7 pre-release.
Test FrameworkBreaking
Updated the Universal 2D project template to include 2D Physics Core settings.
2DChange
Adaptive Performance settings assets are now generated in Assets/Settings/AdaptivePerformance, and existing assets in Assets/Adaptive Performance are moved there automatically.
Adaptive PerformanceChange
Removed support for loading animation clips saved before Unity 1.6; open and re-save such clips in an older version of Unity to keep their curves.
AnimationBreaking
Removed the Low option from the Managed Stripping Level Player setting. Projects that use Low are upgraded to Minimal when opened, which might increase build size.
Code StrippingBreaking
Moved Transparency Sort settings out of the Built-In tab in Graphics settings.
EditorChange
Shortcut actions and global input handlers now run outside of OnGUI, so Event.current is null inside them; use ShortcutArguments.sourceEvent to read the triggering event.
EditorChangeUUM-153126
EntityManager.CopyEntitiesFrom no longer makes structural changes in the source world.
EntitiesChange
GameObjects now have entities with chunk storage in the active World, so entity queries match them like any other entity.
EntitiesChange
Renamed the blob asset analyzer diagnostics EA0001, EA0002, EA0003 and EA0009 to UAC0040, UAC0041, UAC0042 and UAC0043, which now also check code in the Entities engine module.
Entities
When a world has several managed systems of the same type, GetExistingSystemManaged and GetOrCreateSystemManaged now return the most recently created one, matching ISystem lookups.
EntitiesChange
Realtime Reflection Probes no longer use a baked fallback cubemap when Realtime Reflection Probes is disabled in Quality settings, including cubemaps baked before a probe was switched to Realtime.
GIChange
Removed obsolete Built-in Render Pipeline components and shaders from UI, and marked them not supported in the inspector
GraphicsBreaking
Sprite Renderer no longer applies GPU blend shapes when Mesh Deformation is set to CPU in Player Settings.
GraphicsChange
On an unfolded iPhone Duo, Display.main was the outer panel instead of the panel the game renders on, so rendering to Display 2 replaced the game and Screen.fullScreen returned false. (PLAT-22932)
iOSChange
Changed Package Manager to use the production environment when the Editor's cloud environment is set to a value other than production or staging.
Package ManagerChange
A contact cancelled by a pre-contact callback is now updated every simulation step, so the callback is called every step while the shapes stay in contact.
Physics 2DChangeUUM-158185
Changed the default "PhysicsShapeDefinition" to enable "contactEvents" and "triggerEvents", and the default "PhysicsChainDefinition" to enable "triggerEvents", so a shape only needs "isTrigger" enabled to detect other shapes.
Physics 2DChangeUUM-158710
Contact and hinge joint solving were restructured, so simulation results can differ slightly from previous versions.
Physics 2DChangeUUM-158185
Polygons created from vertices now keep vertices that are much closer together before welding them, and "PhysicsWorld.minPolygonEdgeLength" now reports this smaller distance.
Physics 2DChangeUUM-158185
Fixed Is.Not.AllocatingGCMemory() under-reporting allocations when another allocation constraint runs inside the measured delegate.
Test FrameworkChange
Changed z-index transitions between auto and an integer to switch at the midpoint of the transition instead of interpolating from 0, to match CSS.
UI ToolkitChange
Fixed grid line placement and -unity-slice properties not recording or playing back in UI Animation Clips.
UI ToolkitChange
In IL2CPP builds, the il2cpp_data folder has been moved out from the Data folder as it is now architecture specific. It now lives next to the executable.
Universal Windows PlatformChangeWindows
Removed the urp_ReflProbes_Count shader variable, which no URP shader reads. Custom shaders that read it no longer compile.
URPBreaking
In IL2CPP builds, the il2cpp_data folder has been moved out from the Data folder as it is now architecture specific. It now lives next to the executable, similar to the Managed folder in CoreCLR builds.
WindowsChange
Changes to a Light2D's custom material are now applied to the lights that use it, without a domain reload or entering Play mode.
Fix Crash on SetupMaskingStencilState when rendering a SpriteRenderer whose "maskInteraction" is set to an out-of-range value
Fix crash on SpriteAtlas::GetSpritesLegacy when GetSprite is called on a Sprite Atlas V1 Variant from a project saved in Unity 6.5 or earlier

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