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Fixed subscene reimport so that it no longer creates entities that are never removed.
Linked bug report
UUM-148293: "Import failed..." error and new accumulating entities are created when Reimporting a Sub Scene a few times

Steps to reproduce: Create a new 3D URP project Install Entities package (com.unity.entities) In the Hierarchy, right-click > New Sub Scene > Empty Scene and save it Select it In Hierarchy and click "Close" on the Sub Scene Component in the Inspector Fully expand Sub Scene under Editor World Select the Sub Scene in normal Hierarchy (not under Editor World) In the Inspector, click "Close" Click…

Retrieved 2026-11-10
EntitiesFixUUM-148293
Fixed the SubScene foldout icon disappearing in the Hierarchy window after undoing changes to the SubScene GameObject.
Linked bug report
UUM-143812: Hierarchy V2 SubScene foldout/expand icon disappears after undoing changes to the SubScene

Steps to reproduce: Create a new 3D URP project Make sure "Use new Hierarchy window" is enabled in Preferences Install the Entities package In the Hierarchy, right-click > New Sub Scene > Empty Scene and save it Right-click on the SubScene and select GameObject > Create Empty Select the SubScene and in the Inspector modify anything (e.g. change Position value) Click "Ctrl+Z" to undo Observe th…

Retrieved 2026-11-09
EntitiesFixUUM-143812
Fixed the Systems window world dropdown to exclude internal world types that could cause an ArgumentException when selected.
Linked bug report
UUM-148241: Entities Systems window throws “WorldProxy” error when switching to “LoadingWorld3” world

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Install Entities package via Package Manager window 3. In Hierarchy create new Sub Scene 4. Open Preferences window and go to Entities section 5. Enable “Show Advanced Worlds” 6. Open Systems window (Window > Entities > Systems) 7. Click on “Default World” dropdown 8. Select “LoadingWorld3” 9. Observe the Console wi…

Retrieved 2026-11-10
EntitiesFixUUM-148241
In the editor, every subscene load used to leak a duplicate of each loaded GameObject until domain reload; only the intended instances are now created.
EntitiesFixUUM-145926
Made the EntityId hash its full 64-bits value, reduces the risk of collisions in hash containers.
EntitiesFixUUM-145687
NullReferenceException in AsyncLoadSceneOperation.ScheduleSceneRead() when loading subscenes containing UnityObjectRef with invalid EntityIds.
EntitiesFixUUM-146245
Only record user-initiated selection in Systems window navigation history.
EntitiesFixUUM-150002
Overwrite duplicate keys in the case TypeManager.AllTypes yields multiple entries with the same FullName, preventing an exception.
Linked bug report
UUM-147907: ArgumentException is thrown and Entities Hierarchy window is empty when opened with a shared component containing a System.Guid field

Reproduction steps: 1. Open the attached “IN-147407“ project 2. Open Entities Hierarchy window (Window > Entities > Hierarchy) 3. Observe the Entities Hierarchy and Console windows Actual result: The Entities Hierarchy window opens with no content and a console error “ArgumentException: An item with the same key has already been added. Key: Test” logged Expected result: The Entities Hierarchy …

Retrieved 2026-11-10
EntitiesFixUUM-147907
Removed per frame GC Allocations in ComponentSystemGroup.
EntitiesFixUUM-151683
StableTypeHash of ECS types were inconsistent between Mono and CoreCLR.
EntitiesFix
Systems window "Show Full Player Loop" dropdown now works correctly. The setting has been split into two independent toggles: "Show Player Loop" (controls visibility of Unity player loop subsystems) and "Show All Worlds" (controls world filtering).
Linked bug report
UUM-138413: Entities Systems window has a “Show Full Player Loop” dropdown which does nothing when clicked after enabling “Show Full Player Loop”

Steps to reproduce: Create a new Unity project using the Universal 3D template Make sure Hierarchy V2 is enabled (Unity > Settings > General > Use new Hierarchy window) Install the Entities package (com.unity.entities) Open the Entities Systems window (Window > Entities > Systems) Click the kebab button on the right side and select "Show Full Player Loop" Click the "Show Full Player Loop" drop…

Retrieved 2026-11-09
EntitiesFixUUM-138413
Systems window "Show Full Player Loop" should be disabled by default.
EntitiesFixUUM-146280
Fixed baked directional lights authored inside Entities subscenes not driving HDRP's Physically Based Sky.
Entities GraphicsFixUUM-137400
Fixed corrupted compute-deformation of skinned meshes in subscenes.
Entities GraphicsFixUUM-146932
Fixed Physically Based Sky rendering incorrectly in HDRP for directional lights authored inside Entities subscenes.
Entities GraphicsFixUUM-137400
Added a Screen Space Reflections (SSR) renderer feature to URP.
GIFix
Added Enlighten realtime GI deprecation warning to lighting window and lighting settings inspector.
GIFix
Changed the default lightmap denoiser from Optix to OpenImage in Advanced filtering mode.
Linked bug report
UUM-142567: Optix denoiser is set as default when it should be obsolete when using custom lightmap filtering

How to reproduce: 1. Create a new project 2. Open the Lighting tab through Window → Rendering → Lighting 3. Under Lighting Settings tab in Light Setting Asset Press “New” 4. Under Lightmapper settings change Filtering to “Advanced” 5. Observe the default denoiser options Actual result: The default denoiser is Optix Expected result: OpenImage is selected as the default denoiser Reproducible wit…

Retrieved 2026-11-09
Disabled surface cache GI in material previews and thumbnails.
GIFix
Fix to respect double sided gi / render face flags in surface cache GI.
GIFix
Fixed "Kernel 'histogram' not found" errors and the lightmap scheduling fallback warning that occurred when viewing lightmaps in preview mode with the Editor running on a graphics API without the histogram compute shader variant, such as Vulkan.
Linked bug report
UUM-151644: Lightmap preview scheduling fails when Internal-Histogram.compute cannot load

Steps to reproduce: When the editor runs on a graphics API other than D3D11/D3D12 (observed with -force-vulkan on AMD, for instance in the Light Transport AMD Nightly CI jobs), baking with the Progressive Lightmapper logs Kernel 'histogram' not found from ComputeShader::FindKernel. ProgressiveRuntimeManager::GenerateAtlasIndexHistogramAsync (Editor/Src/GI/Progressive/PVRRuntimeManager.cpp) the…

Retrieved 2026-11-10
Fixed "Unknown filter" logs in Lighting Search saved queries.
Fixed a bug where "Refresh Virtual Offset Debug" throws an exception if the last bake didn't have Virtual Offset enabled.
Linked bug report
UUM-147479: “NullReferenceException” and “GUI Error” are thrown in the Console when clicking "Refresh Virtual Offset Debug" in the Lighting window

Steps to reproduce: 1. Open attached Unity project from Google Drive link “LightingWindow.zip” 2. In docked Lighting window select “Adaptive Probe Volumes” 3. In Probe Invalidity Settings press on “Refresh Virtual Offset Debug” button 4. Observe the Console window Actual results: “GUI Error” and “NullReferenceException” errors thrown in the Console window Expected results: No errors are thrown…

Retrieved 2026-11-10
Fixed a bug where APV bake fails when scene contains a VFXRenderer.
Linked bug report
UUM-150965: APV: "InvalidCastException: Specified cast is not valid" is thrown during Generate Lighting when a static GameObject has a MeshFilter and a Visual Effect (VFXRenderer) Component

Steps to reproduce: Create a new 3D (URP) project In Edit > Project Settings > Quality > current URP asset, make sure Light Probe System is set to Adaptive Probe Volumes Create a Cube (GameObject > 3D Object > Cube), and with the Cube selected press Add Component and add a Visual Effect component With the Cube selected, enable the Static checkbox in the top right of the Inspector (Contribute G…

Retrieved 2026-11-10
Fixed a crash that occurred when extracting shadow casters with null material.
Linked bug report
UUM-132304: Crash on ExtractActiveCasterInfo when navigating the scene view in a project with specific lighting data

How to reproduce: 1. Open the attached “IN-122165” project 2. Open the “MK_Sbox24” scene 3. Move around in the scene view for ~10 seconds 4. Observe the crash Reproducible with: 6000.0.19f1, 6000.0.65f1, 6000.3.4f1, 6000.4.0b4, 6000.5.0a5 Could not test with: 6000.0.18f1 (a different crash occurs when opening the project) Reproduced on: Windows 10 (user reported), Windows 11 Not reproduced on:…

Retrieved 2026-11-09
Fixed a crash when baking Reflection Probes after baking Adaptive Probe Volumes.
Linked bug report
UUM-143885: Crash on PPtr<T>::operator when baking Reflection Probes after baking Probe Volumes multiple times with specific lighting data

How to reproduce: 1. Open the attached “IN-143424” project 2. Open the “APV” scene 3. Open the Lighting window and open the Adaptive Probe Volume tab 4. Enable then disable “Dilation” in the Probe Invalidity Settings 5. Click the arrow on the right side of the “Generate Lighting Button” 6. Click “Clear Baking Data” then “Bake Probe Volumes“ 7. Once baking has finished, click “Bake Reflection P…

Retrieved 2026-11-09
Fixed a crash when generating lighting for an object with a transparent material that uses an unreadable texture, such as a TextMesh Pro font material.
Linked bug report
UUM-148232: Crash on PVRJobAddInstanceProperties::Execute when baking GI on a Lightmap Static GameObject using an incompatible material

How to reproduce: Open the attached “IN-147078“ project Open the “New Scene“ Scene Open the lighting window (Window > Rendering > Lighting) Click “Generate Lighting“ Observe the Crash Reproducible with: 6000.0.0f1, 6000.0.80f1, 6000.3.21f1, 6000.5.6f1, 6000.6.0b6, 6000.7.0a3 Reproducible on: Windows 11 Not reproducible on: No other environments tested Workaround: Remove the incompatible materi…

Retrieved 2026-11-10
Fixed a crash when opening the Profiler (Standalone Process) window in projects created from templates that include the Tutorials framework.
Linked bug report
UUM-149676: Standalone Profiler crashes on InteractiveLightBaking_Get_Custom_PropLightmapResolutionScale when opened on AR/VR/MR and learning pathway template projects

Steps to reproduce: Create and open a new project using AR Mobile template Go to Window > Analysis > Profiler (Standalone Process) Observe the Standalone Profiler Actual results: Standalone Profiler crashes Expected results: Standalone Profiler does not crash Reproducible with versions: 6000.6.0b2, 6000.6.0b8, 6000.7.0a5 Not reproducible with versions: 6000.3.21f1, 6000.5.8f1, 6000.6.0b1 Teste…

Retrieved 2026-11-10
Fixed a warning that appeared when canceling an Adaptive Probe Volume (APV) bake.
Fixed an Editor crash when using the interactive lighting preview in a scene with a terrain large enough to be split into multiple lightmapping instances.
Fixed an gradient-in-loop shader warning that would occur in SSR bilateral upscale.
Linked bug report
UUM-144964: Gradient instruction used in a loop with varying iteration at DeclareNormalsTexture Shader warning is thrown after building URP Template project

Steps to reproduce: Create a new URP 3D Template project Build and Run the project Observe the Console window Actual results: Shader warning in 'Hidden/Universal Render Pipeline/ComputeScreenSpaceReflection': gradient instruction used in a loop with varying iteration, attempting to unroll the loop at ShaderLibrary/DeclareNormalsTexture.hlsl is thrown Expected results: No errors or warnings are…

Retrieved 2026-11-09
Fixed an issue where selecting the currently set APV baking set in the Lighting / Adaptive Probe Volume / Current Baking Set property did not function.
Linked bug report
UUM-145389: APV data becomes incorrect when reselecting the currently active Baking Set

Steps to reproduce: Open the “IN-143603” project Open the “APV_TestScene” scene Open the Lighting window: Window > Rendering > Lighting Go to the Adaptive Probe Volumes tab Press Generate Lighting and wait until it finishes Select the Baking Set that is already currently active from the Current Baking Set field Observe the lighting Actual result: The APV/GI lighting becomes incorrect Expected …

Retrieved 2026-11-09
Fixed an issue with punctual light sample index clamp in Surface Cache path tracing.
Linked bug report
UUM-147818: Incorrect punctual light index clamp when sampling lights in PathTracing.hlsl

How to reproduce: Create an empty URP project and open it In the Project tab, type “PathTracing” in the Search bar In the Project tab, next to the “Search”, click “In Packages” among other scope options In the Project tab find the document “Packages/com.unity.render-pipelines.core/Runtime/Lighting/SurfaceCache/PathTracing.hlsl” and open it in the code editor Go to 147th line of code and observ…

Retrieved 2026-11-10
Fixed case of the Static Batching message box in the Surface Cache Global Illumination Renderer Feature inspector not matching the icon size and text alignment of the other message boxes.
GIFix
Fixed cone spot shadows missing with camera-relative culling.
Linked bug report
UUM-147026: Cone Spot Light does not cast shadows when Camera-Relative Culling Shadows is enabled

Steps to reproduce: Open the attached “IN-148001“ project Open the OutdoorsScene Select the “Spot Light” GameObject in the Scene or Hierarchy Change the spot light type from Area to Spot Go to Project Settings > Graphics and enable Camera-Relative Culling: Shadows Observe the spot light shadows in both Scene and Game views Actual result: The Cone-shaped spot light does not cast shadows when Ca…

Retrieved 2026-11-10
Fixed crash when baking lighting for a scene placed in StreamingAssets.
Linked bug report
UUM-149240: Crash on _platform_memcmp when baking lighting in a Scene stored in the StreamingAssets folder

How to reproduce: Create a new project using the “Universal 3D” template In the Project window, create a new folder called “StreamingAssets” Create and open a new Scene in the “StreamingAssets” folder In the Hierarchy, right click and select “Light → Reflection Probe” In the Inspector, under the “Reflection Probe” component click “Bake” Observe the crash Reproducible with: 6000.0.11f1, 6000.0.…

Retrieved 2026-11-09
Fixed Global Illumination APV task left Not Responding on cancel.
Linked bug report
UUM-144776: Global Illumination Task becomes Not Responding when quickly cancelling Adaptive Probe Volume Baking

Steps to reproduce: Open the attached Project In the "BakeProbeScene" Scne select the Adaptive Probe Volume Game Object In the Inspector in quick succession click the "Bake Probe Volumes" Button a couple times to quickly Bake and Cancel Observe the GI Background Task Actual results: The GI Background Task is not responding Expected results: The GI Background Task is cancelled successfully Repr…

Retrieved 2026-11-09
Fixed Lighting window "New" creating assets in immutable folders.
Fixed MissingComponentException for MeshRenderers without a MeshFilter.
GIFix
Fixed nullptr PPtr error changing reflection resolution with null skybox.
Fixed objects whose lightmap UVs collapse to a point or a line being removed from baked lighting with an "Instance with invalid UV bounds was removed" warning.
Fixed objects without valid lightmap UVs being removed from baked lighting with an "Every triangle in the Mesh UV layout has zero area" warning.
Linked bug report
UUM-148666: 'Every triangle in the Mesh UV layout has zero area' warning is thrown in the Console when baking lighting in a scene with a model that does not have UV2 unwrapped

How to reproduce: 1. Open the attached "IN-148577_AStarVizIssue.zip" project 2. Open the “OutdoorsScene” 3. Go to the Lighting tab 4. At the bottom of the Lighting tab, press "Generate Lighting" 5. Observe the Console Actual result: Warning messages are thrown in the Console: 'Every triangle in the Mesh UV layout has zero area' Expected result: No warning messages are thrown Reproducible with:…

Retrieved 2026-11-09
Fixed the custom environment reflection cubemap being forgotten when changing Source in the Lighting window.
Fixed the Scenes in Baking Set list in the Lighting window so that a scene can be added again after undoing its addition, and so that removing a scene can be undone.
Linked bug report
UUM-147477: Cannot re-add a scene to the “Scenes in Baking Set” list in the Lighting window when adding a scene and then pressing the undo shortcut

Steps to reproduce: Create a new Unity project using the Universal 3D template Open the Lighting window (Window > Rendering > Lighting) Open the Adaptive Probe Volumes tab in the Lighting window Click the "Open" button in the Adaptive Probe Volumes tab Change Light Probe System to "Adaptive Probe Volumes" Change Baking Mode to "Baking Set" Remove the SampleScene in the "Scenes in Baking Set" l…

Retrieved 2026-11-10
Fixed the Unity Compute Light Baker information box in Graphics settings not hiding when the Default Light Baker setting was reverted with Reset or Undo.
Fixed the Windows Editor failing to start when the Microsoft Visual C++ 2010 runtime is not installed; the CPU Progressive Lightmapper now reports that it is unavailable instead.
GIFixWindowsUUM-149122
Move SurfaceCache debug settings to the Rendering Debugger.
GIFix
Refactored MaterialGlobalIlluminationFlags and emissive material settings to reflect how we expect the user to use the flags.
Skip APV sampling when MeshRenderer.lightProbeUsage is Off in URP.
When the Screen Space Reflection renderer feature in URP is not present on the active renderer asset, the SSR volume override now displays a warning InfoBox with an "Open" button that selects the active renderer asset.
GIFix
Changed orientation blackboard variable and node foldouts to face right instead of left.
Linked bug report
UUM-139425: Left-facing foldout arrow is shown after the label when Graph Toolkit variables are collapsed

Steps to reproduce: Create a new URP project Open any graph or the attached "Sample Graph.cs" Add any variable to the Blackboard Observe the arrow next to the variable Actual results: The collapsed row shows a left-facing foldout/expand arrow Expected results: A collapsed variable shows a foldout arrow that clearly indicates it can be expanded, such as a right-facing arrow, matching common Uni…

Retrieved 2026-11-09
Graph ToolkitFixUUM-139425
Expose Frame selection and Disconnect All Transitions shortcuts in the state's contextual menu.
Graph ToolkitFix
Fixed bug where opening a subgraph for the first time would not always frame its contents.
Linked bug report
UUM-131387: Graph view is not centered when opening a local subgraph for the first time

Steps to reproduce: Download and import the attached "gtk-subgraph-centering.unitypackage" Create and open a graph (Assets > Create > Graph > Basic Graph) Create a node Create a subgraph from the node Open the subgraph Actual results: The contents of the subgraph is positioned somewhere north-west of the center of the window Expected results: The contents of the subgraph is positioned in the c…

Retrieved 2026-11-09
Graph ToolkitFixUUM-131387
Fixed case of an error erroneously appearing on ports when Graph.IsConnectionAllowed was overridden to permit connections between incompatible types. CheckNodeErrors now delegates type validation to CanAssignTo, consistent with how connection creation already behaves.
Graph ToolkitFixUUM-150703
Fixed options and ports TrySetValue with Enum.
Linked bug report
UUM-146236: INodeOption.TrySetValue does not set the value when the type is an Enumeration

Steps to Reproduce: 1. Open the attached “GTK Test Issues.zip” project 2. Open the "TestGraph" graph 3. Modify “Option 1” on IntegerNode 4. Observe that “Option2” is changed to match 5. Modify “Option 1” on EnumNode 6. Observe “Option 2” on the EnumNode Actual Result: The value of “Option 2” is not set on EnumNode Expected Result: “Option 2” is set to match “Option 1” on the EnumNode Reproduci…

Retrieved 2026-11-09
Graph ToolkitFixUUM-146236
The collapse button of a node with options is now enabled even when all the ports are connected. This allows pressing the collapse button to collapse the node just like it was possible by choosing Toggle Collapse or using Shift+Ctrl+O.
Linked bug report
UUM-150163: "Collapse Node" arrow is disabled when node can still be collapsed via Toggle Collapse or Shift+Ctrl+O

How to reproduce: Open the attached “IN-150819” project Create a new Graph (Create → Graph Toolkit Test → Simple Graph) Double-click the created Graph In the Graph canvas right-click, press “Add Node” and add “BugReproNode” node Connect Output_Default to any variable Note that the “Collapse Node” arrow is greyed out Right-click the “BugReproNode” node and choose “Toggle Collapse” (or use Shift…

Retrieved 2026-11-10
Graph ToolkitFixUUM-150163
Added IEquatable<T>, GetHashCode, and equality operators to Resolution and RefreshRate, to avoid GC allocations when comparing them or using them as Dictionary keys.
GraphicsFixUUM-146197
Allow On Tile Post Processing feature only on the Universal Renderer.
Linked bug report
UUM-148038: Adding "On Tile Post Processing" Renderer Feature to a Renderer2D asset spams “NullReferenceException” and “ProfileEvent” mismatch errors in the Console when Scene view is open

Steps to reproduce: 1. Create a new Unity project using the Universal 2D Template 2. In the Project window, select the Renderer2D asset (Renderer2D.asset) 3. In the Inspector, click Add Renderer Feature and add the On Tile Post Processing 4. Renderer Feature 5. Make sure the Scene view window is open and visible 6. Observe the Console window Actual results: Errors are spammed in the Console wi…

Retrieved 2026-11-09
GraphicsFixUUM-148038
Changed to staticShadowCaster now update properly with GRD enabled.
Linked bug report
UUM-140724: Renderer.staticShadowCaster changes do not affect shadows when GPU Resident Drawer is enabled in URP

Reproduction steps: 1. Open the attached "IN-139778_UnityBugRepo3.zip" project 2. Open the "Assets/StaticShadowCasterNotWork/StaticShadowCasterNotWork.unity" scene 3. Enter Play Mode 4. In the on-screen UI in top-left corner, enable the Status toggle 5. Click "Set StaticShadowCaster" 6. Observe the scene shadows (no change) 7. Click “Set StaticShadowCaster 2” 8. Observe the scene shadows again…

Retrieved 2026-11-09
GraphicsFixUUM-140724
Fixed a crash in DirectX12 Split Graphics Jobs when using RayTracing.
GraphicsFixUUM-145956
Fixed a crash when baking occlusion culling for large scenes.
Linked bug report
UUM-143361: Crash on Umbra::Task::writeTomeToFile when baking Occlusion Culling in a scene containing a large amount of GameObjects with Mesh Renderers

How to reproduce: 1. Open the attached “IN-143947“ project 2. Open the “test“ scene (Assets/Scenes) 3. Open the Occlusion window (Window > Rendering > Occlusion Culling) 4. In the Occlusion window, click “Bake“ 5. Wait until the baking reaches around 10% completion 6. Observe the crash Reproducible with: 6000.0.0f1 (4ff56b3ea44c), 6000.0.76f1, 6000.3.16f1, 6000.4.9f1, 6000.5.0b10, 6000.6.0a6 R…

Retrieved 2026-11-09
GraphicsFixUUM-143361
Fixed a crash with occlusion culling in scenes with a very large number of occludees.
GraphicsFixUUM-135920
Fixed a device freeze on Midgard Mali GPUs when Blit Type was set to Auto.
GraphicsFixUUM-149414
Fixed a GPU driver crash on ARM Mali-G68 devices caused by log2 using relaxed precision in SPIR-V.
Linked bug report
UUM-137912: App crashes when Volume Depth of Field is set to "Bokeh" while using Vulkan Graphics API

How to reproduce: 1. Open the attached “CrashReproSamsungA25.zip” project 2. Build and run for Android 3. Observe the app Actual result: App crashes on launch Expected result: App launches without a crash Reproducible with: 2023.1.0a5, 6000.0.71f1 (907bc2d768b5), 6000.3.12f1, 6000.4.1f1, 6000.5.0b1 (c1f81ff5b082), 6000.6.0a1 (7dc703ab9bd8) Reproducible on: macOS 15.3.2 (24D81) (M1 Max) Not rep…

Retrieved 2026-11-09
GraphicsFixUUM-137912
Fixed a GPU hang on Metal that could occur when a compute shader requested a larger thread group than the graphics pipeline supports (for example, High Quality Line Rendering on some Intel GPUs).
GraphicsFixUUM-147457
Fixed a URP performance regression on OpenGL ES devices where the maximum number of additional lights was forced from 16 to 32.
GraphicsFixUUM-148728
Fixed a NullReferenceException thrown by DynamicLightController in the URP sample template Garden scene when the component's Awake() ran in the Editor before the runtime-only light manager list was initialized.
Linked bug report
UUM-145743: NullReferenceException is thrown when opening GardenScene in URP 17.3.0 sample

How to reproduce: Create a new project and select the "Universal 3D sample" template and ensure the template version is 17.3.0 Open the Garden scene (Assets/Scenes/Garden/GardenScene) Observe the Console errors Actual Result: NullReferenceException is thrown immediately after opening the scene Expected Result: The scene loads successfully without any errors in the Console window Reproducible w…

Retrieved 2026-11-09
GraphicsFixUUM-145743
Fixed an assertion for out-of-bounds memory access when GPU Resident Drawer instancing is enabled, Burst compilation is disabled, and a Mesh Renderer has more material slots than submeshes.
Linked bug report
UUM-147082: "AssertionException: Assertion failure. Value was False" error is thrown when adding a Material to the Mesh Renderer Component in the Player 2 window

Reproduction steps: 1. Create a new project 2. Install Multiplayer Play Mode package (Window > Package Management > Package Manager) 3. Open the Play Mode Scenarios window (Window > Play Mode > Scenarios), add a new Scenario and an additional Editor Instance 4. Select the newly created Scenario as the active Scenario and enter Play mode 5. Enable Hierarchy and Inspector windows in the Layout m…

Retrieved 2026-11-10
GraphicsFixUUM-147082
Fixed an issue that could cause memory leak warnings, primarily on macOS, while Unity processed shader jobs with GPU Resident Drawer enabled.
Linked bug report
UUM-140185: Memory leak warnings are thrown when Dynamic Resolution is enabled with HDRP Fullscreen Samples scene opened

Steps to reproduce: Create a new Unity project using the High Definition 3D template Open the Package Manager window (Window > Package Management > Package Manager) Select the High Definition Render Pipeline package Click on the Samples tab Import Fullscreen Samples Open the "Assets/Samples/High Definition Render Pipeline/17.4.0/Fullscreen Samples/Scenes/Fullscreen Samples.unity" scene Open Pr…

Retrieved 2026-11-09
GraphicsFixmacOSUUM-140185
Fixed an issue where Vulkan Player would not respect the value of 'PlayerSettings.vulkanNumSwapchainBuffers' and instead use a fixed count of 3 swapchain buffers.
GraphicsFixUUM-148724
Fixed Graphics.RenderPrimitives and Graphics.DrawProcedural crash with MeshTopology.Quads when Graphics Jobs are enabled.
Linked bug report
UUM-141117: Crash on GfxDeviceClient::AllocateBufferInternal when entering Play mode using Graphics.RenderPrimitives and Graphics.DrawProcedural in the scene

Reproduction steps: 1. Open the attached "IN-140052_Repro" project 2. Open scene "OutdoorsScene" 3. Enter Play mode Expected result: The Editor enters Play mode and the methods run as expected Actual result: The Editor crashes Reproducible with: 2023.3.0b5, 6000.0.74f1, 6000.3.14f1, 6000.4.5f1, 6000.5.0b6, 6000.6.0a4 Not reproducible with: 2023.3.0b4 Oldest version checked for regression: 2023…

Retrieved 2026-11-09
GraphicsFixUUM-141117
Fixed rendering issues on XR when dynamic resolution is enabled with an injected RenderObjects pass.
Linked bug report
UUM-142592: Using URP dynamic resolution has the wrong viewport when using DrawRenderObjects pass.

Description When using URP Dynamic Resolution on XR with no intermediate passes the viewport is not in the correct rect when using the DrawRenderObjects pass Initial setup Use the following project (too big to be added here) [Internal link] Reproduction steps Create an empty URP project Disable post processing from the camera Enable URP post processing in the main camera Add OpenXR plugin and …

Retrieved 2026-11-09
GraphicsFixXRUUM-142592
Fixed shader compilation failure while using UNITY_DISPLAY_ORIENTATION_PRETRANSFORM with Adreno devices.
GraphicsFixUUM-145641
Fixed the Adaptive Probe Volume Samples fields accepting typed values above the slider maximum.
GraphicsFixUUM-148224
Fixed the help box under "Preferred Graphics Jobs Filters" in the D3D12 Device Filter Inspector being too small and cutting off its text.
Linked bug report
UUM-134259: HelpBox layout in “D3D12 Device Filters” Inspector is compressed, causing content to be cut off

Steps to reproduce: Create a project Go to "Assets" -> "Create" ->"Rendering" -> "Device Filters" ->"D3D12 Device Filter" Select the asset to view it in the Inspector Expand the "Preferred Graphics Jobs Filters" section Observe the displayed help box Actual results: Help box section is compressed. Some information is cut off. Expected results: Help box section is compressed. Some information i…

Retrieved 2026-11-09
GraphicsFixUUM-134259
Fixed URP mixing MSAA sample counts for overlay UI textures.
GraphicsFix
Fixed Vulkan rendering artifacts on Mali GPUs with some renderpass/subpass configurations.
Linked bug report
UUM-147578: Rendering corruption on ARM Mali GPU when using shader with FrameBuffer and DepthTexture with Vulkan API

Steps to reproduce: 1. Open the attached project: “IN-148395” 2. Build the application for an Android 3. Install and open the Player on an Android Actual Result: Rendering corrupted with white square artifacts Expected Result: Rendering doesn’t have white square artifacts Reproducible with: 6000.0.0f1, 6000.0.79f1, 6000.3.20f1, 6000.5.4f1, 6000.6.0b4, 6000.7.0a2 Built on: Tahoe 26.5 (M1 Max) N…

Retrieved 2026-11-11
GraphicsFixUUM-147578
Graphics Settings - "Import from current scene" action is not added to the undo list.
Linked bug report
UUM-148881: "Import from current scene" action is not added to the undo list in the Graphics settings

How to reproduce: 1. Create a new Unity project 2. Go to Edit -> Project Settings -> Graphics 3. Set the "Lightmap Nodes" to "Custom" 4. Click "Import From Current Scene" 5. Undo the action and observe the results Expected results: The "Lightmap Nodes" field remains at "Custom" and the checkboxes are undone Actual results: The "Lightmap Nodes" field changes to "Custom" Reproducible with: 6000.…

Retrieved 2026-11-09
GraphicsFixUUM-148881
Notify ObjectDispatcher when MeshRenderer LocalAABB changes.
Linked bug report
UUM-147452: Editing a ProBuilder shape's geometry doesn't update the Scene view selectable area when GPU Resident Drawer is enabled

How to reproduce: Open the attached "IN-147397_6000.5.4f1" project In the Scene view in Toolbox, select “Create cube” Create a cube in the Scene In the bottom-right corner of the Scene view click on “Shape properties” under “Shape Settings” Change the “Size” of the “Cube” GameObject Select the “Move Tool” in Toolbox Click on empty space on the Scene to deselect the “Cube” GameObject Click on t…

Retrieved 2026-11-10
GraphicsFixUUM-147452
Quality Settings - Show confirmation dialog when RP asset changes betwen quality levels when changing current quality.
GraphicsFixUUM-146325
Resolved an issue when using Vulkan on Windows with Split Graphics Jobs where null could be inserted into a cache, resulting in DrawCalls trying to draw to a closed Command Buffer, causing a crash.
GraphicsFixWindowsUUM-132307
ShadowCaster objects using the Renderer Shader User Value now render correct shadows when the value changes at runtime. Previously the shadow caster reused the rendering layer value from the last non-shadow draw unless the SRP Batcher path was active.
GraphicsFixUUM-137149
[Android] Fixed frame pacing settling on an incorrect frame rate on variable refresh rate (VRR) displays.
GraphicsFixAndroidUUM-95307
[Android] Fixed the frame rate not matching the requested rate when OnDemandRendering.renderFrameInterval was greater than 1.
GraphicsFixAndroidUUM-68029
Screen.currentBackbufferMSAASamples on Android Vulkan now correctly returns the MSAA sample value of the back buffer.
GraphicsFixAndroid
ScriptableRenderContext draws that use only SortingCriteria.OptimizeStateChanges no longer produce more SRP batches than SortingCriteria.RenderPriority for scenes that mix MeshRenderer and SkinnedMeshRenderer objects sharing a material. Previously the sort split these renderers into separate groups by renderer type, breaking SRP batches that the batcher would otherwise coalesce.
Linked bug report
UUM-141053: SRP Batcher generates more batches than needed when only using SortingCriteria.OptimizeStateChanges

How to reproduce: 1. Open the “IN-138660.zip“ project 2. Open the “Example“ scene in “Assets/Scenes/Example” 3. Open and enable Frame Debugger window in “Analysis/Window/Frame Debugger“ 4. Select the GameObject “Genokids SRP“ located in “Assets/Scripts/Resources/Genokids SRP“ 5. In the Inspector “Sorting Criteria Test“ field select only “Render Priority“ 6. Observe the SRP batch count in the F…

Retrieved 2026-11-09
GraphicsFixUUM-141053
Added issue in Template Browser where the tab keyboard shortcut sometimes caused keyboard navigation to go out of sync with selections.
Linked bug report
UUM-144972: Category Visual selection Indicator can be controlled separately to actual Category Keyboard Controls in the Shader Graph and Visual Effects Template Windows

Steps to reproduce: Open any Project Right click in the Project Browser and Create > Shader Graph > From Template... Collapse all Template Categories Select the first Category with cursor Collapse it again with the Left Arrow key Press Tab once and then the Right and Left Arrow keys and observe Categories expand Press Tab again and the Right and Left Arrow keys again and observe the Categories…

Retrieved 2026-11-09
GraphViewFixUUM-144972
Allowed multiple instances of the Template Browser to coexist for different tools.
GraphViewFixUUM-137579
Changing the Template Browser Sort Type preserves selection.
Linked bug report
UUM-143043: Selection changes when changing Sorting Type in the Shader Graph Template Window

Steps to reproduce: Create a new URP 3 Project In the Project Browser right click and select "Create > Shader Graph > From Template" In the Templates Window select the "Lit Full" Template under the "Basics" Category In the Top Right of the Window change Sorting Type with all the available options Actual results: Based on which Sorting Type was previously selected, changing Sorting Type will ch…

Retrieved 2026-11-09
GraphViewFixUUM-143043
Ensure selection is visible when changing the Sort Type for the Template Browser.
Linked bug report
UUM-143045: Selection is not always visible after list scrolls when changing Sort Type in the Shader Graph Template Window

Steps to reproduce: Create a new URP 3 Project In the Project Browser right click and select "Create > Shader Graph > From Template" In the Templates Window select the top most item Scroll down to the bottom of the list and changing Sorting Type in the top right Corner of the Window Repeat steps 3-4 with all Sorting Types Select the bottom item in the list, scroll to the top of the list and tr…

Retrieved 2026-11-09
GraphViewFixUUM-143045
Fixed the Template Browser displaying errors when creating an asset from a deleted template.
Linked bug report
UUM-143138: No Confirmation Dialog is shown when trying to create a Shader Graph Template from a Deleted Template

Steps to reproduce: Create a URP 3D Project In the Project Browser create an Empty Shader Graph and select it In the Inspector toggle the "Use As Template" flag In the Project Browser create a Shader Graph "From Template" In the Project Browser delete the Empty Shader Graph In the Shader Graph Template Browser select the Empty Shader Graph Template and create a Shader Graph from it Actual resu…

Retrieved 2026-11-09
GraphViewFixUUM-143138
Handle exceptions from various keyboard commands when used in the Template Browser.
Linked bug report
UUM-144108: "InvalidOperationException" error is thrown when pressing left and right arrow keys in the “Create new Shader Graph Asset” window

Reproduction steps: 1. Create a new project 2. Create > Shader Graph > From Template… 3. Click on any item in the “Create new Shader Graph Asset” window to select it 4. Press left and right arrow keys several times 5. Observe the Console Actual result: "InvalidOperationException: Collection was modified; enumeration operation may not execute." error is thrown Expected result: No errors or warn…

Retrieved 2026-11-09
GraphViewFixUUM-144108
Improved responsiveness of search index status banner.
GraphViewFixUUM-150720
Scroll to last template now in the Template Browser now accounts for collapsed categories.
Linked bug report
UUM-140556: VFX Template Scroll to last used Template does not account for collapsed Categories

Steps to reproduce: Open the attached project Create a new VFX asset in the Project window Shrink the VFX template window to the minimum size, to ensure the list becomes scrollable Use the template from the "3" category (Expand any collapsed categories above it) Reopen the VFX Template window Observe that the list scrolls to the last used template as expected Collapse Default or "2" Category C…

Retrieved 2026-11-09
GraphViewFixUUM-140556
Search focus in the Template Browser is now preserved after the first match.
Linked bug report
UUM-144963: Search Focus is lost on single input into the Shader Graph's and Visual Effects Graph's Template Windows

Steps to reproduce: Open any Project Right click in the Project Browser and Create > Shader Graph > From Template... In the Template Window type any letter in the Search Actual results: Focus is lost from Search when the Search String finds any results, users have to refocus the Search field to continue typing Expected results: Focus is not lost on single input and users can continue typing wh…

Retrieved 2026-11-09
GraphViewFixUUM-144963
Tab navigation now fully ignores the list view.
GraphViewFixUUM-150861
Added missing UnityPerDraw params for SpriteRenderer.
HDRPFixUUM-141304
Ensure global settings default volume profile in difussion profile editor.
Linked bug report
UUM-138525: Default Profile does not defaults back if the profile is deleted in the Project window

Steps to reproduce: Download attached project and open in Unity. Go to the Default Profile section: Project Settings >> Graphics >> HDRP >> Default Profile. Change the DefaultSettingsVolumeProfile to ExteriorVolumeProfile. Once the Confirmation Window shows up, click on Yes. Delete the ExteriorVolumeProfile in the Project window. Observe the Error in the Console: "Invalid VolumeProfile to obta…

Retrieved 2026-11-09
HDRPFixUUM-138525
Fixed a water null exception when exiting the frame debugger.
HDRPFixUUM-141885
Fixed console errors, broken rendering, and a potential crash when entering Play Mode with Reload Domain disabled in the Enter Play Mode Options.
Linked bug report
UUM-147827: Crash on RendererScene::NotifyInvisible when exiting Play mode with TextMeshPro Text focused in the Hierarchy and with Domain reload disabled

How to reproduce: Open the attached “IN-147964” project Open the “SampleScene” Select the “Text (TMP)” GameObject Enter Play mode Observe errors in the Console Quickly exit Play mode Observe the crash Reproducible with: 6000.6.0a2 (2fbfd916bfe9), 6000.6.0b5, 6000.7.0a3 Not reproducible with: 6000.0.80f1, 6000.3.20f1, 6000.5.5f1, 6000.6.0a1 (7dc703ab9bd8) Reproducible on: Windows 11 Not reprodu…

Retrieved 2026-11-10
HDRPFixUUM-147827

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