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Memory Profiler under-reports ALLOC_TEMP_JOB_ASYNC footprint, causing unused blocks to appear as Untracked.
Linked bug report
UUM-145712: Memory Profiler under-reports ALLOC_TEMP_JOB_ASYNC footprint, causing unused blocks to appear as Untracked

Steps to reproduce: Do a heavy burst of concurrent Addressables load operations. Take a capture in the Memory Profiler and watch Native/Reserved/ALLOC_TEMP_JOB_ASYNC spike. Wait a few minutes. Take another capture. Actual results: In the second capture (after waiting), Native/Reserved/ALLOC_TEMP_JOB_ASYNC has gone back to a lower memory footprint. At the same time, `Untracked/Private` has incr…

Retrieved 2026-11-09
ProfilerFixUUM-145712
Prevented pasting into the CPU Profiler's Sample Stack window.
Linked bug report
UUM-116908: Profiler Sample Stack window allows pasting, causing window UI break

Steps to reproduce: 1. Create a new Unity project 2. Go to Window -> Analysis -> Profiler 3. Switch to the "Edit Mode" profiling and record for a few seconds 4. Turn off the Recording and select any frame 5. In the "Timeline" view, select the "Gfx.WaitForGfxCommandsFromMainThread" 6. Press on “Show” and open “Selected Sample Track…” 7. In the Sample Stack window copy the stack 8. In the Sample…

Retrieved 2026-11-09
ProfilerFixUUM-116908
The Profiler's Capture List foldouts now open and close when clicking the title as well as the arrow.
Linked bug report
UUM-132277: Profiler Captures List foldouts do not open when clicked on the foldout title

Steps to reproduce: Create a new Unity project using the Universal 3D template Open the Profiler window (Window > Analysis > Profiler) Dock the Profiler window Make sure recording is enabled in the Profiler window Enter Play Mode and record some data Exit Play Mode Save the Profiler data Click on the foldout title (date) in the Captures List Observe the foldout Actual results: The foldout does…

Retrieved 2026-11-09
ProfilerFixUUM-132277
Updated the CPU Hierarchy column to use the standard warning icon.
Linked bug report
UUM-117083: Inconsistent warning icon in the Profiler's Hierarchy view

How to reproduce: 1. Create a new Unity project 2. Go to Window -> Analysis -> Profiler 3. Switch to the Edit Mode and record anything 4. Select any frame and switch to the "Hierarchy" view 5. Observe the icon of the last column of the "Hierarchy" view Expected results: The icon is yellow like other warning icons in the Editor Actual results: The icon is black and white and might be poorly vis…

Retrieved 2026-11-09
ProfilerFixUUM-117083
Updated the CPU Hierarchy column to use the standard warning icon.
Linked bug report
UUM-131177: Warning in the Profiler window is white and hard to see

Steps to reproduce: Create a new Unity project using a 3D Universal Template Open the Profiler window (Window> Analysis > Profiler) Enable the Record button in the Profiler Enter Play mode to gather any data in the Profiler Click on any collected data Observe the overview window and the warnings column icon Actual results: The warning icon is almost fully white and not distinguishable as a war…

Retrieved 2026-11-09
ProfilerFixUUM-131177
Fixed case of Burst AOT compilation failing to link the generated library.
Fixed case where first touch input is dropped.
Startup timing potential overflowing reported User time.
SceneManager.GetSceneByLoadableSceneId no longer returns a valid Scene for a default/invalid LoadableSceneId (UUM-150020).
Scene ManagerFixUUM-150020
Fixed an issue where an activated RectTool would start throwing errors if SceneView camera zoomed out far away from the selected object.
Linked bug report
UUM-146170: “Screen position out of view frustum” errors are thrown when zooming out in the Scene view with Rect Tool selected

Reproduction steps: 1. Create a new project 2. Select any GameObject 3. Select Rect Tool in the Scene view toolbar 4. Zoom out in the Scene view 5. Observe the Console Actual result: "Screen position out of view frustum" errors are spammed in the Console Expected result: No warnings or errors are thrown Reproducible with: 6000.0.0f1, 6000.0.78f1, 6000.3.19f1, 6000.5.2f1, 6000.6.0b2, 6000.7.0a1…

Retrieved 2026-11-09
Scene/Game ViewFixUUM-146170
Fixed case of the Orientation Gizmo's negative axis arrows, direction labels, and rotation-lock icon changing color when the Center Axis color preference was changed.
Scene/Game ViewFixUUM-150607
Fixed issue where the Rect Tool would not be moveable if the caps lock modifier was on.
Linked bug report
UUM-150693: GameObjects cannot be moved using Rect tool when Caps Lock is toggled on

How to reproduce: 1. Create a new project 2. Open the Package Manager (Window -> Package Management -> Package Manager) 3. Install the "uGUI" package 4. In the Hierarchy, create a new Canvas GameObject 5. Under the created Canvas, create a child Image GameObject 6. Toggle the Caps Lock key on 7. In Scene view, try to move the Image GameObject around using the Rect tool 8. Observe the Image Gam…

Retrieved 2026-11-10
Scene/Game ViewFixUUM-150693
Fixed the SRP Volume gizmo not showing in the SceneView.
Linked bug report
UUM-146740: Volume game objects gizmo icon is missing in Scene view window

Steps to reproduce: Crete a new Universal 3D project Make sure Volume game object is present in the Hierarchy window Observer the Scene window Actual results: No gizmo icon for Volume game object is present in the Scene window Expected results: Volume gizmo icon is present in the Scene window Reproducible with versions: 6000.3.0a5 (36d7e9fd6645), 6000.3.20f1 (c9ba695d4f07), 6000.4.12f1 (3ca267…

Retrieved 2026-11-09
Scene/Game ViewFixUUM-146740
Improving grids rendering and performance in the SceneView.
Scene/Game ViewFixUUM-143208
AutoStaticsCleanup should accept any declared type initializers.
ScriptingFixUUM-142742
Fixed .NET 1.x dll's not getting loaded into the domain.
Linked bug report
UUM-141092: Assembly-CSharp.dll is unloaded as broken when a script extends Org.BouncyCastle.Crypto.Tls.SecurityParameters from BouncyCastle.Crypto.dll

Steps to reproduce: 1. Open the attached "IN-139322_assembly.zip" project 2. Observe the Console window Actual result: Unity fails to compile with “Unloading broken assembly Library/ScriptAssemblies/Assembly-CSharp.dll, this assembly can cause crashes in the runtime” error Expected result: Unity compiles Reproducible in: 6000.4.0a2(417aa67423b3), 6000.4.5f1, 6000.5.0b6, 6000.6.0a4(77e2e2eea1be…

Retrieved 2026-11-09
ScriptingFixUUM-141092
Fixed an issue where AutoStaticsCleanup didn't restore a static field that was set to null during a Play session.
Linked bug report
UUM-149874: does not restore reference-type static to a fresh instance when field is null and Play mode is re-entered with Domain Reload disabled

Steps to reproduce: 1. Open the attached "IN-149404" project 2. Enter Play mode 3. Exit Play mode 4. Enter Play mode again 5. observe the Console. Actual result: Console logs "Play start: ReproHolder.data = NULL" - the field is still null Expected result: Console logs "Play start: ReproHolder.data = 1,2,3" - the field is restored to a fresh instance by [AutoStaticsCleanup] Reproducible with: 6…

Retrieved 2026-11-10
ScriptingFixUUM-149874
Fixed assembly resolutions errors in IL post processors that referenced assemblies with names starting with "Mono.Cecil".
Linked bug report
UUM-147560: ILPP throws ReflectionTypeLoadException and script compilation fails when an ILPostProcessor assembly references a precompiled plugin

How to reproduce: 1. Open the attached “IN-146698” project 2. Observe the Console Actual result: ILPP fails with "ReflectionTypeLoadException: Could not load file or assembly..." error Expected result: ILPP resolves the precompiled plugin referenced by the code-generation assembly, and scripts compile Reproducible with: 6000.6.0a3, 6000.6.0b3, 6000.7.0a2 Not reproducible with: 6000.0.78f1, 600…

Retrieved 2026-11-10
ScriptingFixUUM-147560
Fixed InitializeOnLoad ordering logic to be more performant.
ScriptingFixUUM-149218
Fixed missing EditMode scope during startup and inconsistent timing of EditMode and PlayMode scope.
ScriptingFixUUM-141834
Fixed ~2 KB size increase in empty WebGL Player builds and removed editor/coreclr only functions.
ScriptingFixWebGLUUM-147728
Fixed issue where the "Find References in Scene" component menu action would not work correctly in new Hierarchy.
Linked bug report
UUM-122332: Find prefab components in scene is broken in new hierarchy

Steps to reproduce: Setup an scene object with a reference to a prefab component (see picture) Select the prefab in the Project browser (see picture) Right click on the referenced component (see picture) Select Fiund references in scene Actual results: Nothing is found, if the name of the asset has a space, the query is broken. Expected results: Similar to Legacy Hierarchy: object is found (Se…

Retrieved 2026-11-09
SearchFixUUM-122332
Dictionary Drawer now has a one-column display mode for narrow Inspectors.
SerializationFixUUM-146024
Fixed an issue in Dictionary serialization so it preserves entries with null keys in the same way it already preserved duplicate-key entries. The null-key rows in the UI are now marked with a warning icon as well so they can be identified and fixed (set to a valid object reference).
SerializationFixUUM-146664
Fixed crash where WeakReferences were being destroyed off of the main thread, which contended with Mon's GC assumptions about WeakReferences only being freed from the main thread. This fixes an eventual crash inside the Garbage Collector.
SerializationFixUUM-143324
Fixed [SerializeReference] objects referenced by a missing type skipping OnBeforeSerialize when their host is re-saved, which silently discarded state the callback persists. Regression introduced in 6000.6.0b1; never present in a full release.
SerializationFixUUM-149620
Added issue where custom render target preview on linux did not render correctly in some cases.
Linked bug report
UUM-143562: Rendering artifacts appear in Shader Graph Main Preview after removing Universal Active Target and adding Custom Render Texture Target

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Create new Shader Graph Asset in Project window (right-click > Create > Shader Graph > Lit Shader Graph) 3. In Graph Inspector > Graph Settings > Target Settings > remove Universal Active Target 4. Add Custom Render Texture Active Target 5. Observe Main Preview window Actual results: Rendering artifacts are visible …

Retrieved 2026-11-09
ShadergraphFixLinuxUUM-143562
Added issue where gradient picker would not respond to undo/redo commands.
Linked bug report
UUM-145371: Redo does nothing in the HDR Gradient Editor when using the redo shortcut in the Shader Graph window

Steps to reproduce: Create a new URP project Create a new Lit Shader Graph (Assets > Create > Shader Graph > URP > Lit Shader Graph) Right-click and add Sample Gradient node Click on the Color Picker property next to Gradient (G) Change any value, color or mode Undo Redo Observe the HDR Gradient Editor window Actual results: Redo does not work Expected results: Redo works Reproducible with ver…

Retrieved 2026-11-09
ShadergraphFixUUM-145371
Added issue where gradient picker's color picker would misbehave during undo/redo.
Linked bug report
UUM-145356: HDR Gradient Editor window Color Picker closes when undoing color selection

Steps to reproduce: Create a new URP project Create a new Lit Shader Graph (Assets > Create > Shader Graph > URP > Lit Shader Graph) Right-click and add Sample Gradient node Click on the Color Picker property next to Gradient (G) Observe the HDR Gradient Editor window opens Click on the Color property to open Color Picker Make any change Click Undo/Ctrl+Z Observe the Color Picker window Actual…

Retrieved 2026-11-09
ShadergraphFixUUM-145356
Added issue where NRE could result from renaming a subgraph dropdown.
Linked bug report
UUM-148866: Two NullReferenceException errors are thrown and nodes disappear when renaming a Dropdown from the Graph Inspector in a Sub Graph

How to reproduce: Open the attached “ShaderGraphBug.zip” project Open the "MySubgraph" Sub Graph asset In the Blackboard, select the “MyDropdown” In the Graph Inspector tab, click the Name field Rename the Dropdown Observe the Console and Sub Graph editor view Actual result: The Console fills with repeating NullReferenceException errors, and the Sub Graph editor view goes blank, all nodes and …

Retrieved 2026-11-10
ShadergraphFixUUM-148866
Added issue where particle shader sample would complain about missing cullMode property.
Linked bug report
UUM-146914: "Material doesn't have a float or range property '_CullMode'" errors are thrown in the Console when opening Particle Shaders Sample Scene

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Open Package Manager and find Shader Graph Package 3. Select Samples tab in Shader Graph package and import Particle Shaders Sample 4. Open “URP_Particles_Shaders.unity” Scene (Assets > Samples > Shader Graph > 17.7.0 > Particle Shaders > URP_Particles_Shaders.unity) 5. Observe the Console window Actual results: “Ma…

Retrieved 2026-11-10
ShadergraphFixUUM-146914
Custom attributes on properties now copy-paste correctly.
ShadergraphFixUUM-142264
Disabled unused keyboard navigation for blackboard foldouts.
Linked bug report
UUM-144951: Shadergraph Category folder doesn't expand/collapse when using arrow keys to navigate

Steps to reproduce: Create and open a new project Create and open a shadergraph Add a category and a few other variables in the Blackboard Click on the triangle to expand/collapse the category Press the left/right arrow keys to collapse/expand the category and observe Actual results: Only the triangle changes direction, but the category doesn't expand/collapse Expected results: The triangle ch…

Retrieved 2026-11-09
ShadergraphFixUUM-144951
Ensure that the preview window for nodes can always be toggled.
Linked bug report
UUM-143463: Expression Node Preview window cannot be collapsed after undoing entered expression or function

Steps to reproduce: 1. Create a new HDRP project 2. In the Project window create any shader (right-click > Create > Shader Graph > Lit Shader Graph) 3. Open the "Create Node" menu > Expression 4. In Expression Node expand the Preview window 5. In the text field type “lerp (x, y, t)” 6. Press Undo shortcut two times (Command+z) 7. Try to collapse Preview window Actual results: The Preview windo…

Retrieved 2026-11-09
ShadergraphFixUUM-143463
Fixed an issue where float enum entry names were changing when other edits were taking place.
Linked bug report
UUM-143243: Entries are renamed and only single input is accepted when changing Float Enum Entry Values

Steps to reproduce: Create a URP 3D Project In the Project Browser create an Empty Shader Graph In the Blackboard create a Float Property and select it In the Graph Inspector Window's Node Settings panel set Mode to "Enum" In the Entries List add multiple Entries Try changing Values of those Entries Actual results: Only single input is accepted when entering values, then the field is unfocused…

Retrieved 2026-11-09
ShadergraphFixUUM-143243
Fixed an issue where Template ordering would not work properly in the Shader Graph Template Window.
ShadergraphFixUUM-143067
Fixed heatmap undo/redo for subgraph entries.
Linked bug report
UUM-142683: Asset gets unselected and added Subgraphs list item is not undone when performing Undo in Heatmap with Default Values asset Inspector

Steps to reproduce: Create a new URP 3D project Go to Assets > Create > Shader Graph > Custom Heatmap Values > Heatmap with Default Values Select the asset In the Inspector, expand the "Subgraphs" foldout Click "+" to add a new list item Once added, click Ctrl+Z to undo Observe the behavior Actual results: The asset gets unselected and undo operation is not performed Expected results: The newl…

Retrieved 2026-11-09
ShadergraphFixUUM-142683
Fixed invalid characters in generated shaders under the Turkish regional format.
ShadergraphFixUUM-142088
Fixed issue where errors would trigger when particle shader sample was imported.
Linked bug report
UUM-146912: "UnassignedReferenceException" errors are thrown in the Console window when importing Shader Graph Particle Shaders Sample

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Open Package Manager and find Shader Graph Package 3. Select Samples tab in Shader Graph package and import Particle Shaders Sample 4. Observe the Console window after Sample is imported Actual results: “UnassignedReferenceException” errors are thrown in the Console window Expected results: No errors are thrown in t…

Retrieved 2026-11-10
ShadergraphFixUUM-146912
Handle error message when deleting a group with a subgraph output node.
Linked bug report
UUM-143645: Selecting “Delete Group and Contents" in Sub Graph throws “InvalidOperationException” when the Output Node is included in the group

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Create new Sub Graph and open it (right-click > Create > Shader Graph > Sub Graph) 3. Right-click on Output Node > select “Group Selection” 4. When “New Group” is created > right-click on it and select “Delete group and Contents” 5. Observe the Console window Actual results: An error is thrown in the Console window …

Retrieved 2026-11-09
ShadergraphFixUUM-143645
Improved responsiveness of node inspector for reflected function nodes.
Linked bug report
UUM-143249: Graph Inspector is not repainted and Shader Include Errors are not immediately shown to users when Editor Recompiles and Shader Include import state updates

Steps to reproduce: Create a URP 3D Project Import the attached .hlsl file In the Project Browser create an Empty Shader Graph In the Workspace Create a "AddSaturate" Node and select it Open the .hlsl file in your IDE Edit the syntax of the .hlsl file so that it's invalid (e.g. remove brackets from " float3 ScaleFloat3(float3 value, float scale)") Focus the Editor so that it recompiles (withou…

Retrieved 2026-11-09
ShadergraphFixUUM-143249
Limit the max number of cases on the switch node.
Linked bug report
UUM-143419: The default "Case \" breaks the Switch Node

How to reproduce: 1. Create a new HDRP project 2. In the Project window, right-click -> Create -> Shader Graph -> Any Shader Graph 3. Open the "Create Node" menu -> Switch 4. With the Node selected, in the Graph Inspector add cases until you reach "Case \" (after the alphabet" 5. Observe the results Expected results: The "Case \" doesn't break the node Actual results: The error is shown on the…

Retrieved 2026-11-09
ShadergraphFixUUM-143419
Node selection state should restore properly on undo/redo for the graph inspector.
Linked bug report
UUM-142159: Selected node gets unselected when undoing changes in the Graph Inspector Node Settings tab

Steps to reproduce: Create a new 3D URP project Create any new Shader Graph Add any node (e.g. Custom Function) and select it In the Graph Inspector, navigate to Node Settings tab Modify anything, e.g. add list items to "Inputs" list Click Ctrl+Z to undo Observe the Graph Inspector Actual results: The node gets unselected and its properties are no longer visible in the Graph Inspector Expected…

Retrieved 2026-11-09
ShadergraphFixUUM-142159
Removed the 'Clip' option, which was erroneously introduced, from the Screen Position node's dropdown.
ShadergraphFixUUM-151248
(Shaders) The editor no longer hangs at "waiting for shader compilers" when asynchronous shader variant compilation is cancelled during domain reload or editor shutdown.
ShadersFix
Enabled DXC shader compilation for Windows player builds when using the Linux or macOS Editor.
ShadersFixWindowsmacOSLinux
Fixed an issue where keywords on Materials and their variants were not updated until rendered in Scene view, Game view, or Inspector after a shader reimport.
ShadersFixUUM-102156
Fixed editor crash by making UniqueIDGenerator thread-safe.
ShadersFixUUM-146812
Fixed incorrect prompting of apply shader build settings window on removal of empty keywords override settings.
Linked bug report
UUM-148993: "Invalid keyword declaration override" error is thrown in the Console when removing Graphics Settings with an empty Keyword Declaration Override entry in Build Profiles

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Open Build Profiles window 3. Add macOS Module 4. Add Graphics Settings in Build Profiles window 5. In Keyword Declaration Overrides > Empty List press “+” 6. Click on kebab button and select “Remove” 7. In “Remove Settings” press “Remove” button 8. In “Unapplied Changes” select “Apply” 9. Observe the Console window…

Retrieved 2026-11-10
ShadersFixUUM-148993
Fixed preprocessor incorrectly skipping include files with multiple independent ifndef/endif guard blocks.
ShadersFixUUM-145788
Fixed the shader keywords to work properly in cases where one pass declares keywords as multi_compile/shader_feature and another pass declares the same keywords as dynamic_branch.
ShadersFixUUM-139965
Strip early subshaders if the RenderPipeline tag does not match any present renderpipeline assets for the build target.
Linked bug report
UUM-141340: Building URP shaders in a project without a render pipeline asset results in billions of shader variants

If you attempt to create a player build of a project with URP shaders in the scene, but have no render pipeline set in any of the available quality settings, none of the variants in the URP shaders get filtered, thus resulting in the editor attempting to compile many billions of shader variants. Steps to reproduce: Create a new URP project Add a cube to the scene Make sure it is using the URP/…

Retrieved 2026-11-09
ShadersFixUUM-141340
BatchPackedCullingViewID::GetEntityID generates the EntityID using the ulong handle directly instead of an int mask.
Linked bug report
UUM-146214: GPU Occlusion Culling fails to cull obstructed instances when GPU Resident Drawer is enabled

Steps to Reproduce: Open the attached “IN-146818” Project Open the OutdoorsScene Enter Play mode Open Window > Analysis > Rendering Debugger Navigate to Rendering > GPU Resident Drawer Settings and enable "Display Culling Stats" Observe all the available culling stats in the Rendering Debugger Actual Result: The GPU Occlusion Culling system executes its pipeline update loops, but fails to cull…

Retrieved 2026-11-09
SRP CoreFixUUM-146214
Changed how support is checked for RT features in UnifiedRayTracing. The checks are now done using feature flags.
SRP CoreFixUUM-149856
Fixed a shader error when copying MSAA textures on OpenGL ES 3.1 devices that lack per-sample shading support; these devices now fall back to a regular blit.
SRP CoreFixUUM-147215
Fixed an assertion error and memory leak warning that were thrown when hiding a branch group on a Tree in a project that uses the GPU Resident Drawer.
Linked bug report
UUM-142959: “AssertionException” error and memory leak warnings are thrown when toggling Show Branch Group on a Tree

Steps to reproduce: Create a new Unity project using the Universal 3D template Create a new Tree GameObject (3D Object > Tree) Select the newly created Tree GameObject in the Hierarchy Click the "Show/Hide Group" on the Branch Group in the Inspector Observe the Console window Actual results: “AssertionException” error and memory leak warnings are thrown when toggling Show Branch Group on a Tre…

Retrieved 2026-11-09
SRP CoreFixUUM-142959
Fixed an issue where Camera.RenderToCubemap didn't capture Canvas geometry for the first face of a cubemap.
Linked bug report
UUM-140991: Camera.RenderToCubemap does not capture Canvas elements on the right side when called for the first time in a frame

How to reproduce: Open attached “IN-139119_renderToCubemap_bug” project Open “SampleScene” Enter Play mode Observe the difference between left and right side Actual Result: On the left half, parts of the “Right” canvas elements' are missing Expected Result: Canvas elements are fully rendered and the grey plane is hidden Reproducible with: 2023.1.0b19, 6000.0.73f1, 6000.3.14f1, 6000.4.4f1, 6000…

Retrieved 2026-11-09
SRP CoreFixUUM-140991
Fixed baking Adaptive Probe Volumes silently disabling Sky Occlusion in the Baking Set when no Lighting Settings Asset was assigned to the scene. With the deprecated Progressive CPU lightmapper, the Lighting window now shows a warning about double counted sky lighting instead of disabling the Sky Occlusion settings.
Linked bug report
UUM-148221: Sky Occlusion checkbox is not disabled and no warning is displayed when no Lighting Settings Asset is assigned

Steps to reproduce: Create and open a new URP 3D project Open Window -> Rendering -> Lighting window Make sure no Lighting Settings asset is assigned in the "Scene" tab Open the "Adaptive Probe Volumes" tab in the Inspector Click on 'Open' in the Inspector Set the Light Probe System to "Adaptive Probe Volumes" in the Render Pipeline Asset window Observe the field "Sky Occlusion" Actual results…

Retrieved 2026-11-10
SRP CoreFixUUM-148221
Fixed cropped post-processing output when the targetTexture is swapped to a different size.
SRP CoreFixUUM-145833
Fixed low-contrast "ALL"/"NONE" override toggle text in the Volume component Inspector (for example on Tonemapping, Bloom, or Motion Blur overrides) that was nearly unreadable in the Light editor theme.
SRP CoreFixUUM-149966
Fixed minor visual issue with Render Graph Viewer's Auto Update button.
SRP CoreFixUUM-150051
Fixed the first bake in Single Scene mode discarding Adaptive Probe Volume settings (such as Sky Occlusion) changed in the Lighting window before the Baking Set asset was created.
SRP CoreFixUUM-133186
Fixed the GPU Resident Drawer help box in the Rendering Debugger displaying C# type names, such as "GPUResidentDrawer" and "RenderPipelineAsset", instead of readable names.
Linked bug report
UUM-138009: Incorrect help box text displays class names in Rendering Debugger GPU Resident Drawer settings

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

Retrieved 2026-11-09
SRP CoreFixUUM-138009
Gate RenderGraph UV origin validation behind the enableValidityChecks flag to allow debug tools to bypass the check when intentionally creating conflicting UV origins.
SRP CoreFix
Removed a rare managed allocation during HDR output rendering that could intermittently occur when .NET reclaimed pooled array buffers between frames.
SRP CoreFixUUM-145447
Removed check to only consider emissives for GI if the _EMISSION keyword was added.
SRP CoreFix
SRP Core: Fixed render area bug for FinalBlit pass when using dynamic resolution with renderScale 1.0.
Linked bug report
UUM-138644: Incorrectly scaled final color buffer when Upscaling is not active

Steps to reproduce: Enter playmode Left click the mouse multiple times. There is a script on the camera that will reduce the resolution scaling by 10% each click. Actual results: Each time you left click, a new smaller image is generated and applied on top of the previous one. Expected results: Each time you left click, the image becomes more pixelated Reproducible with versions: 6000.6.0a1, 6…

Retrieved 2026-11-09
SRP CoreFixUUM-138644
[Render Pipeline Converter] Improve list views by adding categorization and sorting.
Linked bug report
UUM-146628: Material assets appear in mixed order and cannot be sorted when scanning Mesh 2D-Lit-Default converter in URP Render Pipeline Converter

Steps to reproduce: Open the “IN-146116” project Open Window > Rendering > Render Pipeline Converter Go to the Pipeline Tools tab Enable Convert Built-in and URP (Universal Renderer) Materials to Mesh 2D-Lit-Default Click Scan Observe the assets list Actual result: Assets are shown in an mixed order, and there is no way to order the list Expected result: Assets should be ordered by project pat…

Retrieved 2026-11-09
SRP CoreFixUUM-146628
Avoid buffer overflow when generating the buffers for the detail meshes.
Linked bug report
UUM-139959: Crash on MemoryProfiler::GetAllocationRoot when entering Play mode on a specific project

How to reproduce: 1. Open the attached “IN-139306” project 2. Open the “GameScene” (Assets > Scenes > MyScenes) 3. Enter Play mode 4. Observe the crash Reproducible with: 2023.1.0a16, 6000.0.73f1, 6000.3.14f1, 6000.4.3f1, 6000.5.0b5, 6000.6.0a3 Reproduced on: Windows 10 (user reported), Windows 11 Not reproduced on: No other environment tested Note: Sometimes the crash also occurs when closing…

Retrieved 2026-11-09
TerrainFixUUM-139959
Fixed a crash when loading a Terrain whose heightmap resolution exceeds the maximum render texture size of the device, for example a 4097 heightmap on a device limited to 4096.
Linked bug report
UUM-150551: Crash on Material::SetTextureInternal when heightmap resolution 4097 exceeds maxRenderTextureSize in Headless mode

Reproduction steps: Open the attached “IN-151812” project Make sure package issues are resolved Close the Editor Open a terminal at the project root Run the “run_addressables_repro.sh” script Observe the test results in the Terminal Actual Result: A crash of the editor occurs Expected Result: A crash of the editor would not occur, and the situation of a non power of two value would be handled …

Retrieved 2026-11-10
TerrainFixUUM-150551
Fixed case of Terrain Layer property changes not being added to the Undo history when using the Universal Render Pipeline or the High Definition Render Pipeline.
Linked bug report
UUM-134483: Terrain Layer's changes are not added to the Undo history

How to reproduce: 1. Create a new Unity project 2. In the Hierarchy, right-click -> 3D Object -> Terrain 3. With the Terrain GameObject selected, in the Inspector, Paint Terrain -> Paint Texture -> Edit Terrain Layers -> Create Layer 4. Expant the Terrain Layer settings and make any changes 5. Press "Ctrl + Z"/"Command + Z" to undo and observe the results Expected results: The changes on the T…

Retrieved 2026-11-09
TerrainFixUUM-134483
Fixed shader compilation errors that were thrown when a TerrainLit Shader Graph had no Block nodes in its Vertex Context.
Linked bug report
UUM-143598: “TerrainLit” is available as a Material option in UI Shader Graph's Graph Settings, and selecting it causes shader compilation errors in the Console

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Create UI Shader Graph and open it (Create > Shader Graph > URP > UI Shader Graph) 3. In Shader Graph window > Graph Inspector > Universal > change Material to "TerrainLit" 4. Observe the Console window Actual results: "TerrainLit" is available as a Material option in UI Shader Graph's Graph Settings and selecting i…

Retrieved 2026-11-09
TerrainFixUUM-143598
Fixed the "Channel Remapping" foldout in the Terrain Layer Inspector not expanding when its title is clicked.
Linked bug report
UUM-148236: "Channel Remapping" foldout in the Terrain Layer Inspector does not open when clicked on its title

Steps to reproduce: Create a new Unity project using the Universal 3D template In the Project window, right-click and select Create > Terrain Layer Select the new Terrain Layer asset In the Inspector, assign any texture to the the Mask Map Click on the "Channel Remapping" foldout's title Observe the Inspector window Actual results: The foldout does not open/expand Expected results: The foldout…

Retrieved 2026-11-10
TerrainFixUUM-148236
Fixed the Editor hanging when painting terrain details in Coverage mode with a very small Min Width and Max Width, or with a detail mesh that is very thin along one axis.
Linked bug report
UUM-134662: Editor hangs when painting Details containing 2D Mesh on Terrain

How to reproduce: 1. Open the attached “IN-134106“ project 2. Open the “OutdoorsScene“ scene 3. In the Hierarchy, select the “Terrain“ GameObject 4. In the Inspector, select the “Paint Details“ tool in the Terrain Component 5. In Scene view, click on the “Terrain” GameObject 6. Observe the Editor Actual result: The Editor is stuck in an endless loading loop Expected result: The Editor does not…

Retrieved 2026-11-09
TerrainFixUUM-134662
Fixed the Paint Texture tool keeping a replaced Terrain Layer selected, which showed the old layer's settings in the Inspector and added it back to the Terrain Layers list on the next paint stroke.
Linked bug report
UUM-134352: Initial Terrain Layer is used for Painting Texture and will be added to the Terrain Layer List after being replaced by another Terrain Layer

Steps to reproduce: Open any Project Create a Terrain Game Object in a Scene, create 2 Terrain Layers in the Project Browser Select the Terrain Game Object and in the Inspector switch the Terrain Component's Mode to Paint Texture Click on the "Edit Terrain Layers" Button and add one of the Layers Select the added Layer and click the button again and choose "Replace Layer" In the Opened Object …

Retrieved 2026-11-09
TerrainFixUUM-134352
Fixed IndexOutOfRangeException being thrown when painting details on the edge or corner of a Terrain.
Linked bug report
UUM-149028: IndexOutOfRangeException is thrown when painting Grass texture or Detail Mesh on the edge or corner of the Terrain

Reproduction steps: 1. Create a new project 2. Right-click and create a new Terrain GameObject (3D Object -> Terrain) 3. In the Inspector window, select “Paint Details” 4. Go to “Edit Details” → “Add Grass texture” 5. Under Detail Texture, select any 2D texture 6. Click “Add” 7. Paint on the edge or corner of the Terrain 8. Observe the Console window Actual result: “IndexOutOfRangeException: I…

Retrieved 2026-11-10
TerrainFixUUM-149028
Async OneTimeSetup/OneTimeTearDown are now supported, fixing an issue where tests using it would hang or crash the editor.
Test FrameworkFixUUM-128590
Fixed an issue where assembly-level ITestAction attributes with ActionTargets.Test were not invoked for individual test methods, and ITest.Fixture was null when accessed from ITestAction callbacks.
Test FrameworkFixUUM-137121
Profiler marker recorders used by Measure.Method now start when the measured iterations begin instead of when ProfilerMarkers() is called, so warmup and probing iterations no longer contribute to the reported marker values or add sample collection overhead to those phases.
Test FrameworkFixUUM-147204
Measure.Method().GC() again forces a full garbage collection immediately before each timed region, restoring the behavior from before the switch to the ProfilerRecorder API. Without it, a collection triggered by the measured code's own allocations lands inside the timed region and shows up as periodic spikes across the samples. As before: this only happens when GC() is specified; warmup and probing iterations are not affected; and because SetUp/CleanUp cause each of the IterationsPerMeasurement inner executions to be timed separately, that combination gets one collection per inner execution rather than one per sample, which makes it considerably slower. Reported times for allocating methods measured with GC() will change, generally becoming lower and more stable, so baselines recorded since 3.2.1 are not comparable.
Test FrameworkFixUUM-147204
Re-enabled DispatchWithUniformUpdate test. (UGK-2462)
TestsFix
Stablize flaky inspector header test.
TestsFixUUM-142700
Added font subsetting via importer recipes and hidden Font sub-assets.
TextFix
Added glyph-to-character mapping to PostProcessTextVertices.
TextFixUUM-147627
Added new SpaceWarp compatible shaders for TextMeshPro XR users.
TextFixXR
Added support for the <rotate> rich text tag in the Advanced Text Generator.
Linked bug report
UUM-151216: Missing Rotate tag

ATG is currently missing the Rotate tag to be at parity with the Standard TextGenerator

Retrieved 2026-11-10
TextFixUUM-151216
Defer OS Font Fallback loading.
TextFix
Defer OS Font Fallback loading.
TextFix
Fixed "Failed to perform selection on text" in Console.
Linked bug report
UUM-149393: "Failed to perform selection on text" error is thrown when Console message is selected and then other tabs are focused

How to reproduce: 1. Create a new Unity project 2. Import the attached script to log any errors/warnings in the Console 3. Select the part of the text in the Console 4. Without unselecting the text, focus on other windows for some time, enter text anywhere else for ~10 seconds 5. Go back to the Editor and click on the same area of text that was previously selected 6. Observe the results Expect…

Retrieved 2026-11-10
TextFixUUM-149393
Fixed a LegacyRuntime memory leak.
TextFixUUM-145108
Fixed an Editor shutdown crash on FT_Done_Face.
Linked bug report
UUM-144575: Crash on UNITY_FT_Done_Face when closing the Editor after rendering text with the Advanced Text Generator using a runtime-created Font Asset

Steps to reproduce: Create a new 3D URP project Go to Edit > Project Settings > UI Toolkit and enable "Advanced Text Generator" (enabled automatically on newer versions) Import the attached "CalibriBold.ttf" font and "AtgShutdownCrash.cs" script into the project In the Hierarchy, right-click and create UI Document Attach the "AtgShutdownCrash.cs" script on the same GameObject Reference the att…

Retrieved 2026-11-09
TextFixUUM-144575
Fixed ATG IMGUI emoji rendering black in light theme.
Linked bug report
UUM-147842: Emoji appear black in the Inspector when using the Light editor theme

Steps to reproduce: 1. Open the attached “IN-148622” project 2. Open the “ReportIssue” scene 3. In Hierarchy, select the “GameObject” 4. Observe the inspector Actual result: IMGUI tints emoji with the style's text color, turning them black in the Light theme Expected result: Color emoji keep their own colors, no matter what color the text style uses Reproducible with: 6000.5.0a3, 6000.5.5f1, 6…

Retrieved 2026-11-10
TextFixUUM-147842
Fixed infinite loop in text measure with hyphen preceded by whitespace.
Linked bug report
UUM-144559: Editor sometimes hangs and loads infinitely when changing values in UI Builder fields by dragging them

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

Retrieved 2026-11-09
TextFixUUM-144559
Fixed invisible CJK glyphs in Editor text fields on macOS.
Linked bug report
UUM-144095: Characters are invisible in the TextField when certain Japanese characters are used

How to reproduce: 1. Open the attached “IN-144860_txt” project 2. In the Assets folder, select the “MyScriptableObjectScript” ScriptableObject 3. In the Inspector window, left-click 4 times somewhere in the “MyString” field 4. Observe the Inspector window Actual result: The “MyString” field has invisible characters, and the Console window throws the following log messages: “Atlas is full, cons…

Retrieved 2026-11-09
TextFixmacOSUUM-144095
Fixed multi-paragraph auto-sized text collapses to an elided first line instead of shrinking to fit.
TextFixUUM-150602
Fixed stale font faces after source Font unload/reload.
TextFixUUM-150877
Fixed text disappearing in EditorGUILayout.TextArea when the field contained a large amount of text (roughly 16,000 characters or more).
Linked bug report
UUM-146126: Text becomes invisible in EditorGUILayout.TextArea when pasting content exceeding a certain character count

Steps to reproduce: 1. Open the attached “IN-146452” Project 2. Open Window->TextArea Bug Test 3. Type text into the Window and notice it appears fine 4. In the Project tab, Copy the text from Assets/character-limit-unity-6-5.txt 5. Paste it into the TextArea Bug Test Window multiple times (to get character count greater than or equal to 17406) 6. Observe the text in the Window Actual result: …

Retrieved 2026-11-09
TextFixUUM-146126
Fixed Text tests Instabilities with DestroyFontEngine.
TextFixUUM-144593

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