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6000.7.0b1100 shown
Fixed case of corrupt UXML files being opened in an external editor when the UI Builder could not open them.
UI ToolkitFixUUM-151662
Fixed case of elements removed from a panel being kept in memory until the next focus navigation.
Linked bug report
UUM-151139: VisualElementFocusRing retains strong reference to removed VisualElements when focus ring cache is not invalidated on detach

How to reproduce: Open the attached "IN-152599" project Go to Window → General -> Test Runner In the Test Runner, select the “PlayMode” tab At the bottom, press “Run All” Observe the results in the Test Runner window Actual result: A message "BUG REPRODUCED: VisualElementFocusRing still holds a strong reference to buttonB after RemoveFromHierarchy()..." is generated after the test fails Expect…

Retrieved 2026-11-10
UI ToolkitFixUUM-151139
Fixed case of multiple buttons not being selectable in the Inspector for a Toggle Button Group with Is Multiple Selection enabled. (UUM-150400) First seen in 6000.7.0a5.
UI ToolkitFixUUM-150400
Fixed case of Resource Table Collection becoming uneditable in the Resource Tables window after adding entries to its Shared Data asset in the Inspector. (UUM-150989) First seen in 6000.7.0a6.
UI ToolkitFixUUM-150989
Fixed case of the Components section header remaining visible in the VisualElement inspector while the Enable UI Components project setting is off. (UUM-150738) First seen in 6000.7.0a6.
UI ToolkitFixUUM-150738
Fixed case of the Curvature style options staying visible and editable in the UI Builder and the VisualElement inspector after the Enable Curved UI project setting is turned off. (UUM-151082) First seen in 6000.7.0a6.
UI ToolkitFixUUM-151082
Fixed case of the Editor freezing and RenderTexture errors being thrown when a large blur value was entered in the UI Builder filter field.
Linked bug report
UUM-134044: Editor freezes and RenderTexture errors are thrown when large Blur value is entered in UI Builder Filter

Steps to reproduce: Create a new project using Universal 3D template Go to Assets > Create > UI Toolkit > UI Document (UXML) Open the created UI Document in UI Builder Add a Visual Element to the UI Builder Hierarchy In the Inspector, expand the Filter foldout Click "+" and choose "Blur" In the Value field enter "10000" Observe the Editor Actual results: The whole Editor starts freezing after …

Retrieved 2026-11-09
UI ToolkitFixUUM-134044
Fixed case of the help button on the Localization Settings Inspector opening a missing Unity Manual page. (UUM-150820) First seen in 6000.7.0b1.
UI ToolkitFixUUM-150820
Fixed case of the inspector filter keeping a row visible after its override was unset. (UUM-151100) First seen in 6000.7.0a4.
UI ToolkitFixUUM-151100
Fixed case of the Inspector's Name field accepting special characters when renaming a UI Toolkit element.
Linked bug report
UUM-151282: UI Toolkit Elements can be renamed to special characters when renaming through Inspector in UI/main stage

Steps to reproduce: Create and open a new project In Hierarchy, 'Right-click -> UI Toolkit -> Standard Elements -> Visual Element' Select the Visual Element in UI/main stage Press F2 to rename the Visual Element Try naming it to "!@#$" (fails, reverts to previous value) In Inspector, rename it to "!@#$" and observe the Hierarchy Actual results: The Visual Element is named to "!@#$" Expected re…

Retrieved 2026-11-10
UI ToolkitFixUUM-151282
Fixed case of the move cursor being displayed over elements using the Relative position mode in the UI Viewport.
Linked bug report
UUM-150456: Cursor with a move icon is displayed on 'Relative' Position Mode Elements in UI Staging

Steps to reproduce: Create and open a new project In Hierarchy, right-click, then navigate 'UI Toolkit -> Standard Elements -> Button' to open a new UXML in Hierarchy UI Stage Select the button in Hierarchy Hover over the button in UI Viewport Observe the cursor while hovering Actual results: Cursor with a move icon is displayed Expected results: Plain cursor is displayed Reproducible with ver…

Retrieved 2026-11-10
UI ToolkitFixUUM-150456
Fixed case of the Scene view UI Preview not updating when a selected Panel Renderer became previewable after assigning PanelSettings.
UI ToolkitFixUUM-149422
Fixed case of the UI Stage breadcrumbs showing only the edited sub-document instead of the full path into it when entering a nested element.
UI ToolkitFix
Fixed case of the UI Toolkit Debugger showing color preferences for the Repaint Overlay and Wireframe overlays that could not be enabled; both overlays are now available to all users.
UI ToolkitFixUUM-151364
Fixed case of the UXML document being marked as having unsaved changes when using the Cut operation in UI Builder.
Linked bug report
UUM-151306: UXML gets dirty when using Cut operation in UI Builder

Steps to reproduce: Create and open a new project Create a new UXML file and open it in UI Builder Create a Visual Element in the UI Builder Save the changes (to make the UXML clean) Select it and press CTRL+X Observe the UI Builder's tab Actual results: It becomes dirty (has an asterisk: '*') Expected results: It stays clean until a Paste operation is done Reproducible with versions: 6000.0.0…

Retrieved 2026-11-10
UI ToolkitFixUUM-151306
Fixed case of the AdvancedDropdown popup being rendered too wide when an item has an icon.
UI ToolkitFixUUM-151635
Fixed gray artifacts that flickered across Editor windows when a Filter was applied to an element with an extreme size.
Linked bug report
UUM-147797: Gray artifacts appear and flicker on Editor windows when moving the cursor after entering a large Padding value on Element with a Filter applied

Reproduction steps: 1. Create a new project 2. GameObject > UI Toolkit > Panel Renderer 3. Select newly created GameObject and press “New” button in the Inspector to create UI Document 4. Double-click on the UI Document to open UI Builder window 5. Drag and drop any Element into UI Builder Hierarchy 6. Enter large value into any of the Spacing Padding section fields in the Inspector (e.g. “900…

Retrieved 2026-11-10
UI ToolkitFixWindowsUUM-147797
Fixed InvalidCastException errors and an empty Inspector after unsetting a Data Source Type on a Visual Element.
Linked bug report
UUM-148143: “InvalidCastException” errors are thrown and the Inspector becomes empty/greyed out when a Data Source Type is selected and unset

Steps to reproduce: Create a new Unity project using the Universal 3D template Create a UI Toolkit Visual Element in the Hierarchy (UI Toolkit > Standard Elements > Visual Element) Enter editing stage Select "Type" under the Bindings in the Inspector Click the "Select Type..." button and choose any type Click the burger button and select "Unset" or "Unset All" Unselect the Visual Element in th…

Retrieved 2026-11-10
UI ToolkitFixUUM-148143
Removed "No" option from some alert dialogs where it didn't apply.
UI ToolkitFix
Removed the Font Asset Migration startup prompt. (UUM-151333) First seen in 6000.7.0b1.
UI ToolkitFixUUM-151333
The "Save As" field in the "Save USS File" dialog is now pre-filled with a default name ("New USS") when creating a new StyleSheet from the UI Builder or the in-scene UI Toolkit editing stage's Style Sheets window.
Linked bug report
UUM-150992: "Save As" field is empty when creating a new StyleSheet from the Style Sheets or the UI Builder windows

Steps to reproduce: Create a new Unity project using the Universal 3D template Open the UI Builder (Window > UI Toolkit > UI Builder) Click the "+" button in the StyleSheets tab and select "Create New USS" Observe the "Save USS File" popup Actual results: The "Save As" field is empty Expected results: The "Save As" field is pre-filled with a default name ("New USS") Reproducible with versions:…

Retrieved 2026-11-10
UI ToolkitFixUUM-150992
Fixed an issue where the BVH static tree wouldn't be updated correctly when swapping from multi-threaded to single threaded setups.
Unity PhysicsFixUUM-133011
Fix to skip the SSAO pass when the active renderer does not provide the camera depth/normals textures.
Linked bug report
UUM-150219: Render Graph throws a null-texture ArgumentException and the camera renders black when an SSAO renderer feature is added programmatically to a 2D Renderer

How to reproduce: 1. Open the attached "IN-149090" project 2. Open the "Assets/ReproScene.unity" scene 3. Observe the Console or the Game view Actual result: Render Graph throws "ArgumentException: Trying to access resource of type Texture with an null resource index" from SSAOUtils.RecordRasterAOPass and the camera output goes fully black Expected result: Unsupported SSAO pass is skipped safe…

Retrieved 2026-11-10
Fixed a bug where Screen Space Reflections in URP malfunction when some pixels contain NaN or Inf values, persisting and spreading those values. (UUM-150218) First seen in 6000.7.0a4.
Fixed a bug where SSR in URP did not work with MSAA. (UUM-151777) First seen in 6000.7.0b1.
Fixed case of the deprecated LightingPhysicallyBased overload ignoring the surface normal and using the specular highlights toggle as the view direction. (UUM-149002) First seen in 6000.7.0a1.
Fixed case of the Render Pipeline Converter's 2D Material Reference and Shader Converters naming the renderer inconsistently (as "Renderer 2D") in their disabled tooltip, instead of matching the Target Pipeline dropdown's "2D Renderer".
Linked bug report
UUM-151380: 2D Renderer is named differently in the Target Pipeline and Tooltip

Steps to reproduce: Download attached project and open in Unity. Open the Render Pipeline Converter >> Window >> Rendering >> Render Pipeline Converter. Select the Target Pipeline Universal Render Pipeline (2D Renderer). Hover the mouse on the Material Reference Converter and check the tooltip. Actual results: Observe the naming of the 2D Renderer. In the Target Pipeline it will be named "2D R…

Retrieved 2026-11-10
ScriptableRendererData.TryGetRendererFeature was throwing NullReferenceException.
Linked bug report
UUM-150772: ScriptableRendererData.TryGetRendererFeature throws NullReferenceException when a missing renderer-feature entry precedes the requested feature

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

Retrieved 2026-11-10
Fixed race condition provoking a Version Control error "UpdateSettings: Unknown version control plugin: XYZ" during the editor startup.
Linked bug report
UUM-149884: “Version Control: UpdateSettings: Unknown version control plugin: Unity Version Control” error is thrown when reopening the project after creating a workspace

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

Retrieved 2026-11-10
Version ControlFixUUM-149884
Fix to disallow re-categorization of built-in attributes.
Linked bug report
UUM-151058: Built-in Attrbutes can be moved to Custom Attributes in VFX Graph Blackboard

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

Retrieved 2026-11-10
VFX GraphFixUUM-151058
Renaming a custom attribute now propagates validation state to custom HLSL blocks correctly.
VFX GraphFixUUM-139121
Fixed issue where editor crashes on exit when a manual proxy without credentials is configured on Windows.
WebFixWindows
Fixed error if shader expects a cube texture but a texture wasn't explicitly bound.
Linked bug report
UUM-150746: cube map textures error if not set

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

Retrieved 2026-11-10
WebGLFixUUM-150746
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] Fixed case of render_attachment usage flags being set on textures when not needed, potentially affecting performance of those textures.
WebGLFixUUM-150892
Fixed case of plugin errors being logged when logging is disabled on Windows.
WindowsFixUUM-149022
Added EntityIDTile/Base which can be used with Tilemap jobs and Burst.
2DFeature
Light 2D now exposes an optional custom Material, letting a light be drawn by an authored shader instead of URP's built-in one. Available on every light type except Global.
2DFeature
Light 2D now exposes an optional custom shadow Material, letting the shadows a light casts be drawn by an authored shadow shader instead of URP's built-in one. Requires the Enhanced 2D shadow geometry version.
2DFeature
Light2D now exposes an optional custom Material, and Light2D meshes (Freeform, Point/Spot) now carry position-derived UVs so custom light shaders can sample textures across the light's extents.
2DFeature
New Light2D ShaderGraph SubTarget for authoring custom light shaders.
2DFeature
New Light2D ShaderGraph target for authoring custom 2D light shaders, with Color, Shadow Color and Volumetric Color fragment ports. Create one from Assets > Create > Shader Graph > URP > Light 2D Shader Graph.
2DFeature
New Profiler module for Physics Core 2D.
2D
New Shadow Caster 2D ShaderGraph target for authoring custom 2D shadow shaders, with Position, Shadow Displacement, Side Softness and Back Softness vertex ports and an Alpha fragment port. Create one from Assets > Create > Shader Graph > URP > Shadow2D Shader Graph.
2DFeature
New Shadow2D ShaderGraph SubTarget for authoring custom 2D shadow shaders, with Position and Shadow Distance vertex ports and an Alpha fragment port.
2DFeature
Shadow geometry generation is now pluggable, and a new soft shadow generator produces finite-length shadows with a soft penumbra.
2DFeature
ShadowCaster2D now exposes an optional custom Material, letting a shadow caster be drawn by an authored shadow shader instead of URP's built-in one.
2DFeature
Added a *Generate Accessibility Hierarchy toggle to the UI Document and Panel Renderer Inspectors, and the matching UIDocument.generateAccessibilityHierarchy and PanelRenderer.generateAccessibilityHierarchy properties, to opt individual components out of the generated hierarchy. The toggle is visible and takes effect only while the Generate Accessibility Hierarchies for Runtime Panels setting in Project Settings > UI Toolkit* is enabled.
AccessibilityFeature
Added experimental screen reader support for runtime UI Toolkit panels on Android, iOS, macOS, and Windows. The new *Generate Accessibility Hierarchies for Runtime Panels setting in Project Settings > UI Toolkit* makes UI Toolkit automatically generate and maintain accessibility hierarchies for the participating runtime panels of the application's main window, so screen readers (Narrator, VoiceOver, TalkBack) can read and operate UI Toolkit content in player builds. In this first version, only buttons, labels, and toggles (including controls derived from them) are exposed as operable controls; other elements are announced by their text when one can be derived, but don't yet expose control-specific roles or interactions. This feature is experimental and not ready for production use.
AccessibilityFeatureAndroidiOSWindowsmacOS
Added CPU and GPU utilization indexer integration for adaptive performance.
Adaptive PerformanceFeature
Added edge-to-edge rendering support with new APIs to control inset overlapping, system bars appearance, and background transparency, enabling full control over how status bar and navigation bar interact with the game view, requires Android 11+.
AndroidFeature
Added support for adaptive TV banners and monochrome icons for Android adaptive icons.
AndroidFeature
Added Vector Drawable Support for Icons.
AndroidFeature
Input System rumble support for tvOS.
Apple TVFeaturetvOS
Added an ImporterGlobalSettings singleton type that can be used to host global importer settings and is correctly synched on import workers.
Asset ImportFeature
Added Scriptable Effects to Scriptable Audio Pipeline (SAP).
AudioFeature
Removed the feature flag related to the Enhanced Audio Foundation. The Audio Foundation property will now always be visible in the project's global audio settings in the Editor. We still default to Classic mode, but Enhanced mode is now an option.
AudioFeature
Unity now provides a built-in Ambisonic Decoder Plugin for Quad+ setups. You use this decoder directly to decode first, second or third order Ambisonic clips into Quad, 5.0, 5.1, 7.1 or 7.1.4 output layouts. You can find more information about this in the Unity Manual.
AudioFeature
Added beta sweepstakes opt in to bug reporter.
Bug ReporterFeature
Added button to change bug reporter theme.
Bug ReporterFeature
Make MSBuild script compilation pipeline selectable in project settings.
Build PipelineFeature
Make MSBuild script compilation pipeline selectable in project settings.
Build PipelineFeature
Added a copy and paste function for the adaptive performance component in build profiles. Copy and paste is viable if the source is fully copyable to the target.
EditorFeature
Added a new instability detection feature to the consistency checker, for when multiple cached import results match the current context/environment. This indicates missing or inconsistent dependencies on the related importer.
EditorFeature
Added ability to edit the text of some controls such as buttons, labels directly in the viewport using the new menu action Edit or double-clicking on the element.
EditorFeature
Added Battery Mode for Adaptive Performance.
EditorFeature
Added Current & Runtime Targets and Severity Breakdown to "Move to CoreCLR" section in Project Auditor.
EditorFeature
Added editing actions (cut, copy, paste, ...) to the ui Viewport context menu.
EditorFeature
Added Jobs Profiler that can be selected as experimental timeline view in the Profiler Window.
EditorFeature
Added Migration Wizard to the Universal Render Pipeline.
EditorFeature
Added support for Build Destination Override in Build Profiles.
EditorFeature
Added support for multiple instances of the *UI Builder* window.
EditorFeature
Added the ability for menu items to be pinned to the customizable main toolbar via the toolbar contextual menu. These elements persist across sessions and are compatible with presets.
EditorFeature
Implement Advanced Text (ATG) in TextMeshPro as an experimental opt-in.
EditorFeature
Project Auditor: Added the Target Framework column to the Precompiled Assemblies table.
EditorFeature
Project Auditor: initial migration pages for help moving to URP and CoreCLR.
EditorFeature
Project Auditor: suppress issues based on their ID. Similar to how IDE's allow suppression of compiler warnings.
EditorFeature
Swift Project Type is no longer experimental.
EditorFeature
The Editor can now build experimental CoreCLR Player builds for Windows, macOS, and Linux.
EditorFeatureWindowsmacOSLinux
The Hierarchy window now displays the number of matching items inside the search bar when searching.
EditorFeature
UI Toolkit: Added a Track Screen Space Position toggle to the Panel Renderer component. This lets you make a screen space UI element, such as a health bar, follow a target in the 3D world without scripting.
EditorFeature

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