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Gate Adaptive Performance settings during package operations.
Linked bug report
UUM-140197: Play Mode can be entered when disabling Adaptive Performance and pressing either the Play Mode button or the keyboard shortcut to enter Play Mode before recompilation leading to errors and warnings thrown

Steps to reproduce: Create a new Unity project using the Universal 3D template Open the Project Setting window (Edit > Project Settings) Open the Adaptive Performance tab Enable Adaptive Performance Disable Adaptive Performance Quickly press the Play Mode button or the shortcut to enter Play Mode (command+p) Observe the Console window Actual results: "ScriptableSingleton already exists. Did yo…

Retrieved 2026-11-09
Adaptive PerformanceFixUUM-140197
As a result of an unsupported configuration, a NavMeshAgent would try to separate from its own NavMeshObstacle component by jumping in arbitrary directions. Now the agent moves in one stable direction.
Fixed editor crash when baking a nav mesh that includes objects that result in an extremely large bounds.
Linked bug report
UUM-134462: Crash with multiple stack traces when baking a specific Navmesh Surface

How to reproduce: 1. Open the attached “IN-130259” project 2. Open the “Eldara” scene 3. In the Hierarchy, search for “nav“ 4. Click on the “NavMesh Surface” GameObject 5. In the Inspector, click “Bake” 6. Wait for ~5 minutes 7. Observe the crash Reproducible with: 2.0.5 (6000.0.38f1), 2.0.10 (6000.0.0b13, 6000.0.68f1, 6000.3.9f1, 6000.4.0b9, 6000.5.0a7) Could not test with: 6000.0.0b12 (could…

Retrieved 2026-11-09
NavMeshAgents created or teleported inside box NavMeshObstacles could not move out of the obstacles.
Linked bug report
UUM-146477: NavMeshAgents trapped inside NavMeshObstacles move erratically

Steps to reproduce: Extract and open the project in [Internal link]. Open scene PressPlayToCreateScene.unity . Press play to start the scene. Observe the movement of the NavMeshAgents in the scene. To make it easier to notice the agents and obstacles in the scene view, you can select the object SpawnAgentsAndObstacles, and possibly enable the Wireframe view. Actual results: Some Agents jump ar…

Retrieved 2026-11-09
Updated nav agent to ignore and warning about a path being set from a navigation surface not matching the agent's Id.
Linked bug report
UUM-108989: Navigation Agent stops moving where multiple different NavMesh Surfaces overlap when the "NavMeshAgent.SetPath" method is used

How to reproduce: 1. Open the “BugTest.zip“ project 2. Open the “SampleScene“ 3. Enter Play Mode 4. Observe the red Capsule Game Object in the Game view Expected result: The red Capsule eventually reaches the purple Cube Actual result: The red Capsule starts moving but then stops where different NavMesh Surfaces overlap Reproducible in: 1.1.1, 2.0.8 (2021.3.52f1, 2022.1.0a1, 2022.3.63f1, 6000.…

Retrieved 2026-11-09
Added Scripting documentation for PlayerSettings.Android.compileSdkVersion.
AndroidFix
Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks.
AndroidFixUUM-146922
Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks.
AndroidFixUUM-147085
Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks.
Linked bug report
UUM-147144: Crash on "GetAndroidFallbackSystemFonts" when an error is logged into Console in the Player

How to reproduce: 1. Create and open a new project 2. Create a C# script and add the following line to the Start method: “Debug.LogError(“SOME TEXT”);” 3. Attach the created script to any GameObject in the scene 4. Open Build Profiles (File > Build Profiles) 5. Create an Android profile, if there isn’t one 6. Switch to the Android profile 7. Enable Development build 8. Build and Run to a devic…

Retrieved 2026-11-10
AndroidFixUUM-147144
Fixed a crash when calling AnimatorController.CreateNewStateMachineBehaviour with a null MonoScript. It now throws an ArgumentNullException instead.
Linked bug report
UUM-150813: Crash on MonoScript::GetScriptTypeWasJustCreatedFromComponentMenu when the MonoScript argument of the method AnimatorController.CreateNewStateMachineBehaviour is null

How to reproduce: Open the attached "IN-150967" project In the menu bar, select "Bug Repro" > "AnimatorController null MonoScript" > "1. CrashCreateNewStateMachineBehaviour" Observe the crash Reproducible with: 6000.3.0a6 (6966ed4b28e1), 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Could not test with: 6000.0.0f1, 6000.0.82f1, 6000.3.0a5 (36d7e9fd6645) (Compilation errors: AnimatorControl…

Retrieved 2026-11-11
AndroidFixUUM-150813
Fixed a warning incorrectly appearing in Preferences > External Tools when using a custom Android SDK Tools path.
AndroidFix
Fixed alignment issues in Android External Tools settings panel.
AndroidFixUUM-148378
Fixed an approximately 7 MB native memory leak per Application.Unload cycle when using GameActivity.
AndroidFix
Fixed an issue that caused lag in the Unity preferences text fields when Android support is installed.
AndroidFixUUM-147435
Fixed Android version labels to match Google's naming.
AndroidFixUUM-150412
Fixed case of system bars appearance resetting to Light automatically on Android 11 when System Bars Behavior is set to Dark.
AndroidFix
Fixed case of system bars not hiding automatically on Android 11 when System Bars Behavior is set to "Show Transient Bars By Swipe".
Linked bug report
UUM-149900: Android system bars do not hide automatically when System Bars Behavior is set to "Show Transient Bars By Swipe"

How to reproduce: 1. Create and open a new project 2. Navigate to Project Settings, Player tab (Edit > Project Settings > Player) 3. In the Android tab, under Resolution and Presentation, disable “Status Bars” and “Navigation Bars” 4. Set System Bars Behavior to “Show Transient Bars By Swipe” 5. Build and Run the project for Android 6. When the application starts, swipe to bring out the Naviga…

Retrieved 2026-11-10
AndroidFixUUM-149900
Fixed problem with WebCamTexture not restoring on Android when "Run Without Focus" is set.
AndroidFixUUM-149681
Fixed split APKs by target architecture all receiving the same version code.
Linked bug report
UUM-144372: ARM64 and ARMv7 APKs return the same version code when "Split APKs by target architecture" is enabled

Steps to reproduce: 1. Create a new project 2. Switch to Android build profile 3. Make sure both ARMv7 and ARM64 Target Architectures are turned on (Edit → Project Settings → Player → Android Tab) 4. Enable “Split APKs by target architecture” 5. Build the Android Player 6. Run “apkanalyzer manifest version-code <APK_PATH>” on both APKs in the terminal 7. Observe the terminal Actual result: Bot…

Retrieved 2026-11-09
AndroidFixUUM-144372
Improved the "Missing Required API Level" dialog.
AndroidFixUUM-150206
Negative values for ``Screen.brightness`` now restore the device's preferred screen brightness.
Linked bug report
UUM-145925: Screen brightness is not set to a default value when Screen.brightness is set to a negative value

How to reproduce: 1. Open the attached “IN-146619” project 2. Build and Run for Android 3. Click the buttons in the scene to change the displays brightness 4. Observe the device Actual result: When clicking the default option the brightness is lowered to a minimum instead of setting it to default Expected result: When clicking the default option screens brightness is set to the default value R…

Retrieved 2026-11-09
AndroidFixUUM-145925
Re-enabled Java heap leak check in AndroidPlayerUnloading integration tests.
AndroidFix
Reduced verbosity for Play Core AssetPackManager probe log message.
AndroidFixUUM-143152
Relaxed AGP 9's stricter R8 keep rule enforcement.
Linked bug report
UUM-147136: InitializationProvider crash because of stricter R8 after AGP upgrade to 9.0+

Steps to reproduce: Open attached project Make sure minification is enabled Choose custom keystore in the Publishing settings Make sure dependencies are resolved (Assets -> External Dependency Manager -> Android Resolver -> Resolve) Build and run the project to the device Actual results: App crashes with 026/07/07 15:13:29.576 11131 11131 Error AndroidRuntime FATAL EXCEPTION: main 2026/07/07 1…

Retrieved 2026-11-10
AndroidFixUUM-147136
Stop requiring targetSdk's platform SDK to be installed in CheckAndroidSDK.cs.
AndroidFix
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
Added a default HelpURL link for the temporary InvalidStateMachineBehaviour script.
Linked bug report
UUM-143986: Animation behaviour help icon leads to broken 404 documentation page

Steps to reproduce: Create a new project Add a cube in the Hierarchy window Select a cube and create an animation for it (Window -> Animation -> Animation -> Click "Create" button -> enter animation name -> click Save) Close the Animation window Open the "Animator" window (Window ->Animation -> Animator) Select the animation object in the Animator window Go to the Inspector window Click "Add B…

Retrieved 2026-11-09
AnimationFixUUM-143986
Added ability to modify multiple tangents at once in a keyframe selection of the Curve Editor.
AnimationFix
Added ellipsis to blend parameter name in blend tree node.
Linked bug report
UUM-131825: Value slider overlaps Parameter name in Blend Tree Node in Animator window

Steps to reproduce: 1. Create a new Unity project 2. In the Hierarchy, create any GameObject 3. Open the Animation window (Window -> Animation -> Animation) 4. With the GameObject selected, click "Create" in the Animation window 5. Open Animator window (Window > Animation > Animator) 6.Select Create State > From New Blend Tree from the context menu 7.Double-click the Blend Tree to enter the Bl…

Retrieved 2026-11-09
AnimationFixUUM-131825
Adjusted test to prevent unstable behaviour.
AnimationFixUUM-147321
Animator.ResetControllerState(true) didn't reset non-float parameters.
Linked bug report
UUM-146636: Animator parameters Bool, Trigger, and Int are not reset to default values when Animator.ResetControllerState(true) is called

How to Reproduce: 1. Open the attached “IN-147671” project 2. Open “New Scene” 3. Select “Cube” GameObject 4. Enter Play mode 5. In the Game view, press “S” key 6. In the Animator window, verify that the parameters update to the following: MyBool = true, MyFloat = 5, MyTrigger = 1, and MyInt = 10 7. In the Game view, press “Spacebar” key 8. Observe the Animator Parameter values Actual Result: …

Retrieved 2026-11-09
AnimationFixUUM-146636
Fixed a crash in HumanTrait.GetParentBone and HumanTrait.RequiredBone when passing an out-of-range bone index. These methods now throw ArgumentOutOfRangeException instead.
Linked bug report
UUM-150938: Crash on HumanTrait::GetBoneIndexFromMono when passing an out-of-range index to HumanTrait.GetParentBone or RequiredBone

Steps to reproduce: 1. Open the attached “IN-151096“ project 2. In the menu bar, select “Bug Repro” and choose one of the methods: Get Parent Bone with Out-of-Range Index Required Bone with Out-of-Range Index 3. Observe the crash Reproducible with: 6000.0.0f1, 6000.0.82f1, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Reproducible on: Ubuntu 24.04, MacOS 26.5 (M1) Not reproducible on: No o…

Retrieved 2026-11-11
AnimationFixUUM-150938
Fixed a crash when calling AnimationPlayableOutput.SetSortingOrder on an invalid/default AnimationPlayableOutput. It now throws a NullReferenceException instead.
Linked bug report
UUM-150941: Crash on AnimationPlayableOutputExtensions_CUSTOM_InternalSetSortingOrder when calling AnimationPlayableOutputExtensions.SetSortingOrder() with a default AnimationPlayableOutput

How to reproduce: Open the attached "IN-150995" project In the menu bar, select "Bug Repro" > "AnimationPlayableOutput SetSortingOrder default handle" > "1. CrashSetSortingOrder" Observe the crash Reproducible with: 6000.0.0f1, 6000.0.82f1, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Reproducible on: Ubuntu 24.04 LTS, Ubuntu 26.04 LTS (by user), Windows 10 Pro Not reproducible on: No oth…

Retrieved 2026-11-11
AnimationFixUUM-150941
Fixed a crash where providing a default/invalid AnimationPlayableOutput to AnimationPlayableOutputExtensions.SetAnimationStreamSource, would cause a crash.
Linked bug report
UUM-150939: Crash on AnimationPlayableOutputExtensions_CUSTOM_InternalSetAnimationStreamSource when passing a default output handle to SetAnimationStreamSource

How to reproduce: Open the attached “IN-151385“ project In the menu bar, select “Bug Repro”->”Set Animation Stream Source with Default Output Handle” Observe the crash Reproducible with: 6000.0.0f1, 6000.0.82f1, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Reproducible on: Ubuntu 24.04, MacOS 26.5 (M1) Not reproducible on: No other environments tested First few lines of the stack trace: #…

Retrieved 2026-11-11
AnimationFixUUM-150939
Fixed an issue where AnimationEvent-related tooltips in the Animation Window were not rendered correctly while in Bitmap text rendering mode.
Linked bug report
UUM-141839: Animation Event Tooltips are not rendered properly when using the Bitmap Text Rendering Mode in the Animation Window

Steps to reproduce: Open a URP Project and import the attached Unity Asset Package Open the Preferences Window's General tab and change "Editor Default Text Rendering Mode" to "Bitmap" Open the "Room2Screens" Prefab and select the "Screens" child GO Open the Animation Window Hover cursor over Animation Events and observe the Tooltip Actual results: Tooltip is not rendered properly Expected res…

Retrieved 2026-11-09
AnimationFixUUM-141839
Fixed an issue where Animator transition copy paste would not paste interruption parameters.
Linked bug report
UUM-143599: "Interruption Source", "Ordered Interruption" and "Can Transition To Self" fields are not pasted to transition settings when pasting transition parameters

How to Reproduce: 1. Open the attached “IN-143781” project 2. Open “SampleScene” 3. Select “TestObject” 4. In the Animator window, copy the transition parameters of transition from “Any State” to “State A” 5. Paste the Settings to the transition from “Any State” to “State B” 6. Observe the result Actual Result: All of the settings are pasted except "Interruption Source", "Ordered Interruption"…

Retrieved 2026-11-09
AnimationFixUUM-143599
Fixed an issue where Animator window's Layers dropdown (in compact mode) would be extremely wide when layers have very long names.
AnimationFixUUM-131557
Fixed flickering of area filter in the search bar.
Linked bug report
UUM-144937: Search bar flickers with “animation:” when the “Animation (animation:)” Search Area is clicked in the Animation window

Steps to reproduce: Create a new Unity project using the Universal 3D template Open the Animation window (Window > Animation > Animation) Dock the Animation window Select any GameObject in the Hierarchy Create a new Animation in the Animation window Click the lens button in the Search bar Select the Animation Search Area Observe the Search bar Actual results: “animation:” appears and disappear…

Retrieved 2026-11-09
AnimationFixUUM-144937
Fixed function name changing on Animation Event inspector on multi selection when editing another field.
Linked bug report
UUM-144456: Animation Events switch to the same function when toggling "Require Receiver" while the Animation Events are multi-selected

Steps to reproduce: Open the "66ETs_Animation.zip" project Open "SampleScene" Open the "Move" Animation Clip Select the "Cube" GameObject in Hierarchy Multiselect the middle two Animation Events Toggle the "Require Receiver" checkbox in Inspector Observe the Inspector Actual results: Both Animation Events switch to the same function Expected results: The Animation Events remain as they were Re…

Retrieved 2026-11-09
AnimationFixUUM-144456
Fixed GUIStyle warnings when clicking on \"Add Properties\" in Animation Window.
Linked bug report
UUM-148497: Animation window "Add Property" dropdown throws GameSkin style warnings after Undo/Redo on UI Toolkit UI Element

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. In Hierarchy create Label object (Right-click > UI Toolkit > Standard Elements > Label) 3. Open Animation window (Window > Animation > Animation) 4. Select “Label” in Hierarchy window and press “Create” in Animation window to create Animation clip 5. Add Color Property via “Add Property” button 6. Undo changes 7. Re…

Retrieved 2026-11-10
AnimationFixUUM-148497
Fixed hover feedback on curve label and curve dropdown in the Animation Window.
Linked bug report
UUM-136071: Animation Properties dropdown hover animation becomes extremely slow when a lot of Properties are added

Steps to reproduce: Create a new Unity project using the Universal 3D template Create a new Cube GameObject (GameObject > 3D Object > Cube) Select the newly added Cube GameObject in the Hierarchy window Open the Animation window (Window > Animation > Animation) Create a new Animation Click the "Add Property" button and add all the properties Hover over all the Properties dropdown buttons at va…

Retrieved 2026-11-09
AnimationFixUUM-136071
Fixed MecanimDataWasBuilt assertion when building blend tree with a legacy AnimationClip.
Linked bug report
UUM-142427: "Assertion failed on expression: 'MecanimDataWasBuilt()'" errors thrown in the Console window when changing Animation Type to Legacy in Import Settings

Steps to reproduce: 1. Open attached Unity project “AnimationTypeIssue” from Google Drive link 2. In Project window go to Assets > Kevin Iglesias > Human Animations > Animations > Female > Combat > Spellcasting 3. Select any animation Asset 4. In Inspector > Import Settings select “Rig” tab 5. Change Animation Type to Legacy 6. Press “Apply” button 7. Observe the Console window Actual results:…

Retrieved 2026-11-09
AnimationFixUUM-142427
Fixed Null Reference Exception when selection Object drop destination from multiple choices in the dopesheet editor.
Linked bug report
UUM-148386: NullReferenceException is thrown when dragging a Sprite into the Animation window on a GameObject with multiple serialized Sprite properties

How to Reproduce: 1. Open the attached “IN-149264” project 2. Open “SampleScene” 3. Open the “TestScript.cs” file 4. Note that public Sprite spriteA; is present in the “TestScript.cs” file 5. In Unity, From the Hierarchy window, select the “TestObject” GameObject 6. From Asset, drag and drop the “PlayerSprites.png” to the Animation window 7. From the pop-up select “SpriteRenderer” 8. Observe t…

Retrieved 2026-11-10
AnimationFixUUM-148386
Fixed play button enabled state not updating when another Animation Window changes preview.
Linked bug report
UUM-145360: Play button is disabled in a second Animation window after pausing and disabling Preview in the first Animation window

Steps to reproduce: Create a new 3D URP project Create an empty GameObject in the Hierarchy Open two Animator windows and dock them in the Editor so both are visible From the Hierarchy, select the empty GameObject Click Create in the Animation window and save the new animation In the Animation window, click Add Property > Transform > Position Add new keyframes anywhere by double clicking in th…

Retrieved 2026-11-09
AnimationFixUUM-145360
Fixed possible hash collision in AvatarAutoMapper.
AnimationFixUUM-146209
Fixed search field overflowing vertically when EnableQueryBuilder is disabled.
Linked bug report
UUM-148577: Property search field overflows the border vertically in Animation window

Steps to reproduce: Create and open a new project Create an Animation Clip and attach it to any GameObject Double-click the Animation Clip asset to open it in the Animation window Select the GameObject Observe the Property search field under "Samples" Actual results: The search field overflows the borders vertically Expected results: The search field doesn't overflow the borders vertically Rep…

Retrieved 2026-11-10
AnimationFixUUM-148577
Reworked Animation Playable Output bind and unbind validation to prevent potential crashes.
Linked bug report
UUM-146750: Crash on Animator::OnPlayableUnbind when exiting Play mode after RigBuilder rebinds during Animator evaluation

How to reproduce: 1. Open the attached “IN-146898” project 2. Open the “Game” scene 3. Enter Play mode 4. Wait ~30 seconds (for the skeleton to win) 5. Exit Play mode 6. Observe the crash Reproducible with: 6000.0.23f1 (72ca8c8cdbb0), 6000.0.79f1, 6000.3.19f1, 6000.5.4f1, 6000.6.0b3, 6000.7.0a2 Not reproducible with: 6000.0.22f1 Reproduced on: Windows 11 Not reproduced on: No other environment…

Retrieved 2026-11-09
AnimationFixUUM-146750
Updated the colors of the Animation window slider for light mode.
AnimationFixUUM-148485
Fixed a player hang or crash with heap corruption on application quit when Engine Diagnostics ("Build Diagnostics Data") is enabled and an AssetBundle has been loaded.
Asset BundlesFix
Fixed issue with cache mechanism of compressed textures of the Accelerator not tracking texture dependency on BC7 compressor when fetching from cache. Textures were not being reimported. Improved hash calculation.
Asset ImportFixUUM-146105
Expect Worker# in native importers when importer runs OOP.
Asset PipelineFix
Fix to set StandbyImportWorkerCount and DesiredImportWorkerCount to minimum 1. Affects command line argument, setting via script, setting via ProjectSettings.
Asset PipelineFixUUM-150028
Fix to skip MaterialValidation test with oop importing, as the Material isn't unloaded in the main process in that case.
Asset PipelineFix
Fixed an allocation crash that could occur under heavy import loads.
Linked bug report
UUM-146671: Crash on alloc_block(ushared_memory_pool*, unsigned long) when the shared memory pool reaches its physical size limit Linux and macOS

How to reproduce: Open the attached project “IN-147419” In the menu bar, open “Repro → Generate UDS Overflow Textures” Wait for the script to finish running and for the completion message to be printed in the Console Close the Editor Delete the Library folder in the project’s directory Reopen the project Observe the crash Reproducible with: 6000.6.0a4 (77e2e2eea1be), 6000.6.0a7, 6000.7.0a2 (83…

Retrieved 2026-11-09
Asset PipelineFixUUM-146671
Fixed an Editor crash in WriteObjectToVector / CreateOrReloadInspectorCopy that could occur when entering Play Mode.
Linked bug report
UUM-112617: Editor crashes on "(Unity) WriteObjectToVector" when entering into the Play Mode

Reproduction steps: 1. Open the attached project “ReproProject“ 2. Open any Scene from Scenes folder 3. Enter into the Play Mode Reproducible in: 6000.0.37f1, 6000.0.48f1, 6000.0.50f1, 6000.1.1f1 - 6000.1.11f1 Reproducible on: Windows 11 (user reported) Not reproducible on: No other environments tested Note: The issue was not tested by CQA, as we could not reproduce it First few lines of the s…

Retrieved 2026-11-09
Asset PipelineFixUUM-112617
Fixed an import issue when creating a plugin folder (.androidlib, .bundle, .plugin, .framework, .xcframework) and adding new files in it.
Asset PipelineFixUUM-139172
Fixed an issue where downloading from Accelerator could fail to close open file handles when finished.
Asset PipelineFixUUM-151405
Fixed an issue where macOS editors could hang when the Asset Database rescanned an absolute path.
Asset PipelineFixmacOSUUM-147982
Fixed an issue where memory misalignment could cause in-memory atomics to fail.
Asset PipelineFixUUM-147041
Fixed an issue where performance could degrade and eventually fail when the Accelerator was under heavy load.
Asset PipelineFixUUM-146082
Fixed an issue where small artifact data types could be incorrectly garbage collected, leading to leaks and even corruption.
Asset PipelineFixUUM-146807
Fixed asset previews staying white after a referenced texture is deleted and restored with the same GUID.
Linked bug report
UUM-138622: Asset thumbnails in the Project window stay white when a referenced texture file is deleted and restored

Reproduction steps: 1. Open the attached "IN-137103_PROJECT.zip" project 2. Open the “Assets/Scenes/SampleScene.unity” scene 3. In the Project window, open the "Repro" folder and select the "plant" texture 4. From the top menu bar, select "RecycleBinRepro" > "Move Selected To Bin (asset+meta)" 5. From the top menu bar, select "RecycleBinRepro" > "Restore Last From Bin (asset+meta)" 6. Select a…

Retrieved 2026-11-09
Asset PipelineFixUUM-138622
Fixed hang at startup when directory monitoring doesn't receive expected notification about changed file(s).
Linked bug report
UUM-149019: Editor deadlocks indefinitely while opening a project on a ReFS Dev Drive when a directory-monitor sync notification is lost

How to reproduce: 1. Open a large project (user reproduced with ~114k assets, 33 monitored roots: Assets + 32 embedded packages) on a Windows Dev Drive (ReFS volume) 2. Observe the project loading splash screen Actual result: DirectoryMonitorWindows::Sync blocks forever on the main thread, the editor hangs indefinitely at the splash screen with all threads parked and must be killed Expected re…

Retrieved 2026-11-10
Asset PipelineFixUUM-149019
Fixed ShaderImporter indeterminism issues and bump importer versions.
Asset PipelineFix
Fixed the AssetDatabase re-importing assets endlessly when an asset depended on a default asset produced after an import crash.
Asset PipelineFixUUM-146505
Include ShaderImporter, RayTracingShaderImporter and ComputeShaderImporter to run out of process when ProjectSettings->Parallel Importing is enabled.
Asset PipelineFix
Optimised a number of hot paths for asset importing and content building.
Asset PipelineFix
Recompute serialized singleton overlays for versioned assets if no files changed on disk.
Asset PipelineFix
Bug was already fixed. Added a test.
AudioFixUUM-147800
Fixed a rare crash in Sound.getOpenState caused by a data race during asynchronous sound loading.
Linked bug report
UUM-145498: Infrequent crash in SoundHandle::Instance::UpdateLoadState when playing clips with Load In Background set

Steps to reproduce: Play clips with LoadInBackground set as importer option This is obscenely rare. The crash site is: ``` Unhandled exception thrown: read access violation. this->mCodec->*mFile* was nullptr. ``` Actual results: Crash Expected results: Not crash Reproducible with versions: Not reproducible with versions: Can’t test with versions: Tested on (OS): Notes:

Retrieved 2026-11-09
AudioFixUUM-145498
Fixed an assertion (m_ModifiedClips.empty()) that was logged on exiting Play Mode after playing an AudioSource whose clip had loaded while Unity Audio was toggled off and back on during Play Mode.
Linked bug report
UUM-148749: Assertion "m_ModifiedClips.empty()" is logged on Play Mode exit after playing an AudioSource when Unity Audio is enabled in Play Mode

Steps to reproduce: Open the attached Project Open Scene "EAF_Main" Open Project Settings > Audio and enable "Disable Unity Audio" Enter Play Mode In the same Project Settings disable the "Disable Unity Audio" flag In Play Mode press 1 on your keyboard to Play Audio Exit Play Mode Actual results: Error "Assertion failed on expression: 'm_ModifiedClips.empty()'" is logged Expected results: No A…

Retrieved 2026-11-10
AudioFixUUM-148749
Fixed assertion about access version needing be odd when acquiring locks in an audio subsystem, happening after the editor was left running for many days.
Linked bug report
UUM-146734: Crash on AssertImplementation when audio dual-thread lock version is even on acquire

A recurring crash issue in the Unity Editor has been observed, affecting various workflows. These crashes have been reported to happen when the Editor runs out of memory due to an audio dual-dual thread lock assert failing repeatedly. Reproducible with versions: 6000.3.0f1 - 6000.3.19f1 (Sentry data) Reproducible on: Windows 10, Windows 11 Notes: Not reproduced by CQA The logs in each report s…

Retrieved 2026-11-09
AudioFixUUM-146734
Fixed AudioSettings.driverCapabilities returning undefined value when using the Enhanced Audio Foundation.
AudioFixUUM-148718
Fixed case of 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
Fixed crash when pausing AudioRandomContainer containing streaming clips on some platforms.
AudioFixUUM-148440
Fixed invalid LoadState in some audio clips after Audio Settings reset.
Linked bug report
UUM-147700: AudioClip.loadState reports Loaded instead of Unloaded when AudioSettings.Reset() is called on a UnityWebRequest-loaded clip

How to reproduce: 1. Open the attached “IN-147907” Project 2. Open the AudioTestScene 3. Enter Play Mode 4. Press the Load button 5. Press the Print button 6. Press the Reset button 7. Press the Print button again 8. Observe the Console Actual Result: After AudioSettings.Reset(), a UnityWebRequest-loaded AudioClip reports loadState as Loaded even though frequency and samples are both 0 Expecte…

Retrieved 2026-11-10
AudioFixUUM-147700
Fixed microphone recording continuing when the application loses focus with Run In Background disabled. Recording is now muted while the application is paused.
AudioFixUUM-143384
Fixed RootOutputInstance.IRealtime not properly running through Burst if requested, even though Burst would compile and show the associated code in the Inspector.
Linked bug report
UUM-145622: Scriptable Audio Processor RootOutput isn't Bursted at runtime

Steps to reproduce: Create a `RootOutputInstance.IRealTime` and add `[BurstCompile]` to it Observe that Burst compiles the processor correctly in the Burst Inspector Actual results: The processor runs in the normal managed C# VM Expected results: The processor runs in Burst Reproducible with versions: Not reproducible with versions: Can’t test with versions: Tested on (OS): Notes:

Retrieved 2026-11-09
AudioFixUUM-145622
Prevents FMOD validation warnings when typing values in the System Sample Rate field, waits until full value is typed before validating.
AudioFixUUM-136464
Unexpected 'Audio: The Editor no longer logs an error when the audio output device fails to re-initialize while resuming 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 device could not be resumed.
AudioFixUUM-115959
Fixed crash when pack location is read-only.
Bug ReporterFix
Added support to reserve capacity of PersistentManager.Remapper in Memory Settings (Main Allocators > Other Allocators > Remapper Initial Capacity).
Build PipelineFixUUM-136275
Building will now fail if scene callbacks throw an exception or crash, regardless of strict mode.
Build PipelineFixUUM-143730
Command line Player builds no longer spend extra time on a build analytics step that could not complete. The step ran before the build data it reads was written, so it failed on every Player build and collected nothing.
Build PipelineFixUUM-147655
Content Directory builds are properly stripping LODs and Editor-Only Objects from a scene before calling the scene build callbacks and batching the static meshes.
Build PipelineFixUUM-145061
ContentLayout.json (produced by content directory builds) now includes an OutputLFID field on each LoadableObjectIds entry. Previously only the source object's identifier was recorded, so tools could not correlate a loadable with its exact object in the build output without also reading BuildManifest.json. The ContentLayout.json schema version is now 2.
Build PipelineFixUUM-145565
Fixed an issue where VideoClips referenced by Content Directory builds failed to load at runtime on macOS.
Build PipelineFixmacOSUUM-147430
Moved "Enable MSBuild Compilation" project setting into editor's pane.
Build PipelineFix
Fixed an issue with DotNetFrameworkDependentApp on CSharpTools by not using it because it wasn't needed.
Build SystemFix
Fixed case of 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
Burst compilation was skipped for jobs discovered via [JobProducerType] (such as IJobChunk) in Player builds using the High Managed Stripping Level, causing them to silently fall back to managed code. ().
Linked bug report
UUM-147717: Burst compilation fails for IJobChunk jobs when Managed Stripping Level is set to High

How to reproduce: 1. Open the attached “IN-148061” Project 2. Open SampleScene 3. Under Project Settings > Optimization, set Managed Stripping Level to High 4. Enter Play Mode 5. Observe the console 6. Build and run the Project 7. Open the player.log and find this line "of 1 executions, 1 were NOT Burst-compiled" Actual result: Burst is not used in the Player Expected result: Burst is used for…

Retrieved 2026-11-10
BurstFixUUM-147717
Ensure the bundle is resigned correctly when running under X64 process root.
Linked bug report
UUM-149014: Editor closes with exit code 137 when running batchmode using an x64 GitHub actions runner

How to reproduce: Download and extract the attached “IN-148611” project Create a GitHub repository containing the attached “IN-148611-workflow” files Open the created GitHub repository in a browser In GitHub, navigate to “Settings → Actions → Runners” Select “New self-hosted runner” Ensure that “x64” is selected as the architecture Follow the provided steps until the run step Run the runner as…

Retrieved 2026-11-10
BurstFixUUM-149014
Fixed a rare compilation crash caused by a data race in portable-PDB debug info handling during parallel compilation.
BurstFix
Fixed an issue where enabling or disabling UI Toolkit Live Reload on the *Burst Inspector* window logged a window serialization error.
Linked bug report
UUM-148278: Window serialization error is thrown when enabling or disabling Live reload for Burst Inspector window

Steps to reproduce: Open the attached project Open Burst Inspector Jobs -> Burst -> Open Inspector Right-click on the Burst Inspector window handle Select the Enable Live Reload option Observe the Console window Actual results: A window serialisation error is thrown every time Live Reload is enabled or disabled Expected results: No errors or warnings are thrown when enabling or disabling Live …

Retrieved 2026-11-10
BurstFixUUM-148278
Fixed that some of Burst's Windows assemblies were not Authenticode-signed. All Burst-authored binaries are now signed.
BurstFixWindows
Fixed the Burst Inspector disassembly search bar requiring a second Ctrl/CMD + F press to reopen after being closed.
Linked bug report
UUM-144286: Code search field cannot be reopened after being closed in Burst Inspector window

Reproduction steps: 1. Create a new project 2. Jobs > Burst > Open Inspector… 3. Select one of the Jobs 4. Click on the “X” button on the newly appeared search section at the bottom right of the Burst Inspector window Actual result: Search field disappears and there’s no option to reopen it Expected result: Search field disappears and it can be reopened again Reproducible with: 1.8.12 (6000.0.…

Retrieved 2026-11-09
BurstFixUUM-144286
Fixed command-line arguments for the cache server not being sent properly to the asset import worker.
Cache ServerFixServer
Added a prompt asking the user whether to save their scene before upgrading a project to Cinemachine 3.
CinemachineFixUUM-148112
Changed static reset in CinemachineCore to happen during SubsystemRegistration.
Linked bug report
UUM-148700: CameraActivatedEvent is not cleared when CinemachineCore statics reset after scene load

Steps to reproduce: 1. Create a new Unity project 2. Download the CineMachine package 3. In the Project tab, open Packages/com.unity.cinemachine/Runtime/Core/CinemachineCore.cs 4. Observe the code Actual result: "CinemachineCore.ResetStaticsOnLoad()" runs at the "AfterSceneLoad" stage, and the "CameraActivatedEvent" is not cleared Expected result: "CinemachineCore.ResetStaticsOnLoad()" should …

Retrieved 2026-11-10
CinemachineFixUUM-148700
Fixed C# scripts referencing moved Cinemachine APIs not being automatically upgraded from the Cinemachine namespace to Unity.Cinemachine when upgrading a project.
CinemachineFixUUM-147045

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