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6000.7.0b141 shown
Fixed an issue where template attributes may fail silently on insertion.
VFX GraphFixUUM-121263
Fixed blackboard "Attributes" subsections being expanded and collapsed when navigating with arrow keys.
VFX GraphFixUUM-144932
Fixed blackboard custom attribute delete doing nothing on an in-use attribute when re-triggered after cancelling the deletion confirmation prompt.
VFX GraphFixUUM-145053
Fixed hover highlight of items in toolbar dropdown menus being hard to see in the Light Editor theme.
Linked bug report
UUM-139764: The hover selection/highlight of items in the Insert button dropdown and the Documentation button dropdown are hard to see when hovered using the Light Editor theme

Steps to reproduce: Create a new Unity project using the Universal 3D template Install the Visual Effect Graph package (com.unity.visualeffectgraph) Create a new VFX Graph (Assets > Create > Visual Effects > Visual Effect Graph) Open the newly created VFX Graph Click on the Documentation button dropdown on the top right side of the VFX Graph window Hover the mouse cursor over the items in the …

Retrieved 2026-11-09
VFX GraphFixUUM-139764
Fixed missing ellipses in Create Visual Effect Graph menu entry.
VFX GraphFixUUM-145005
Fixed templates not appearing immediately when pressing the "New..." button in the Shader Graph Output context after entering Play Mode.
Linked bug report
UUM-143681: Templates are not immediately shown in the Shader Graph Templates Window when it's opened in Play Mode from a Visual Effect Graph's Node

Steps to reproduce: Create a URP 3D Project and wait for Search indexing to complete Install the Visual Effect Graph Package Create any Visual Effect Graph and wait for Search indexing to complete Enter Play Mode Open the VFX Graph and add any of the Shader Graph Output Nodes In the added Shader Graph Output Node click the "New" Button to create a New Shader Graph and set it Observe the Shader…

Retrieved 2026-11-09
VFX GraphFixUUM-143681
Fixed the play rate presets in the VFX Control panel showing a "Ctrl+" prefix.
Linked bug report
UUM-138660: Incomplete shortcuts are displayed in the "Set" dropdown in Visual Effects Graph VFX Control subwindow

Steps to reproduce: Create a new HDRP project Create a new Empty VFX Asset (Create -> Visual Effects -> Visual Effects Graph -> Empty VFX) and open it Drag the VFX Asset into the Hierarchy to create a GameObject instance Select the GameObject Enable the VFX Control subwindow Press on the "Set" dropdown Observe the dropdown options Actual results: All options have complete shortcuts or no short…

Retrieved 2026-11-09
VFX GraphFixUUM-138660
Fixed VFX Graph windows prompting to save a second time after a Save All operation closed them.
VFX GraphFixWindowsUUM-131449
Fixed weighted tangent mode set on VFX Graph curve properties.
VFX GraphFixUUM-147335
Renaming a custom attribute now propagates validation state to custom HLSL blocks correctly.
VFX GraphFixUUM-139121
Fixed a video failing to replay after Stop() on Direct3D when NVIDIA "Fast" vertical sync is enabled (the decode device was lost and never recovered).
Linked bug report
UUM-135548: GPU device suspended error when replaying a video in the Video Player with NVIDIA Vertical Sync set to Fast

How to reproduce: 1. Open the NVIDIA Control Panel application 2. Set Vertical sync to “Fast“ (Manage 3D settings > Settings > Vertical sync) 3. Click “Apply” 4. Open the attached “IN-134927“ project 5. Build and Run the Player 6. Observe the Player until the displayed video finishes playing Actual result: Video fails to replay Expected result: Video gets replayed Reproducible with: 2023.1.0a1…

Retrieved 2026-11-09
VideoFixUUM-135548
Fixed a VideoPlayer freeze for looping clips that could occur upon entering Playmode, where playback would stop and not recover.
VideoFixUUM-144106
Fixed AudioSampleProvider.sampleFramesAvailable callback never firing on macOS when using the VideoPlayer in API Only mode and disabling Unity Audio.
Linked bug report
UUM-143660: AudioSampleProvider.sampleFramesAvailable callback never fires when using macOS

Steps to reproduce: 1. Open the attached “IN-142888_VideoPlayer“ project 2. Open the “SampleScene“ scene 3. Enter Play Mode 4. Observe the Console Actual result: No debug logs are thrown Expected result: Debug logs are thrown for retrieved sample frames Reproducible with: 6000.0.16f1, 6000.0.76f1, 6000.3.17f1, 6000.4.10f1, 6000.5.0b11, 6000.6.0a6 Not reproducible with: 6000.0.15f1 Reproducible…

Retrieved 2026-11-09
VideoFixmacOSUUM-143660
Fixed video playback failing to seek to certain frames in WebM clips.
VideoFixUUM-145959
Fixed WebM Vorbis audio track reporting 0 Hz and 0 channels.
VideoFixUUM-144045
[Android] A crash caused by Vulkan video decoding workaround being applied incorrectly.
Linked bug report
UUM-145932: Native crash in AndroidVulkanVideo::ProcessFrame and AndroidVulkanVideo::Context::~Context() when switching screens

Reproduction steps: Run the Android Player with Vulkan Graphics API initialized In the Player, start a VideoPlayer playback Disable the VideoPlayer’s parent GameObject Observe the crash Reproducible with: 6000.3.13f1 Testing environment: 26.5.1 (by reporter) Reproducible with these devices: By reporter - Galaxy S21 (SM-G991N), OS: Android 12, CPU: Exynos 2100 Notes: Not reproduced by CQA The c…

Retrieved 2026-11-09
VideoFixAndroidUUM-145932
Blocked input events during synchronous scene loading so they aren't processed in the new scene.
WebFix
Fixed issue where editor crashes on exit when a manual proxy without credentials is configured on Windows.
WebFixWindows
Fixed NameFilesAsHashes functionality.
Fixed NameFilesAsHashes when building in batchmode.
Linked bug report
UUM-149003: Web Build fails with internal build system error when building in batchmode and "Name Files As Hashes" is enabled

Reproduction steps: 1. Open any new project 2. Create a Web build profile (File → Build Profiles → Add Build Profile → Web → Desktop) 3. Enable “Name Files As Hashes” option (File → Build Profiles → Web (under Build Profiles) → Publishing Settings → Name Files As Hashes) 4. Save the project and exit Unity Editor 5. Run a build in batchmode (example attached in internal notes) 6. Observe the Bu…

Retrieved 2026-11-10
Fixed scene loading race conditions when using progressive asset loading.
WebFix
Fixed stack overflow in Adb.Exec/DumpLogInternal recursion.
Fixed streaming of response body in UnityWebRequest when server does not set "Content-Length" header.
Linked bug report
UUM-146537: FetchWithProgress Content-Length detection always returns true due to incorrect null check

Description: In PlatformDependent/WebGL/UnityLoader/FetchWithProgress.js line 31, lengthComputable is computed as: var lengthComputable = typeof response.headers.get('Content-Length') !== "undefined"; Headers.get() returns null when a header is absent, and typeof null is "object", which is never "undefined". This means lengthComputable is always true, regardless of whether the Content-Length h…

Retrieved 2026-11-09
WebFixServerUUM-146537
Fixed WASM_SIZE, wasmFileSize that is used in memory profiler.
Fixed Web platform build when output asset sizes are larger than 2 GB, and the build error message if output asset sizes are larger than 4 GB (unsupported).
Linked bug report
UUM-112909: Build fails with "System.IO.IOException: The file is too long." when building with an asset that is over 2GB

How to reproduce: 1. Open the “unity-2gb-bug.zip“ project 2. Open the “terrain-demo“ scene 3. Build for WebGL Expected result: Build does not fail Actual result: Build fails with “System.IO.IOException: The file is too long. This operation is currently limited to supporting files less than 2 gigabytes in size.“ Reproducible with: 6000.0.54f1, 6000.1.13f1, 6000.2.0b12, 6000.3.0a3 Reproducible e…

Retrieved 2026-11-09
Fixed a crash and "multisampled flag doesn't match" validation errors on the WebGPU backend when render targets were recreated, for example while resizing the canvas with matchWebGLToCanvasSize enabled.
Linked bug report
UUM-149827: Resizing window continually can crash the game

Steps to reproduce: Use the PWA template so the canvas is resized to the window Build and run for WebGPU Continually resize the window. The crash can happen randomly. Actual results: Expected results: Reproducible with versions: Not reproducible with versions: Can’t test with versions: Tested on (OS): Notes: The issue is that the destroyed texture can still be used by a BindGroup for a render …

Retrieved 2026-11-10
WebGLFixUUM-149827
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
Fixed issue in WebGPU Device Filter editor control layout.
WebGLFixUUM-146418
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: Fix error on some mobile devices due to the lack of the float32-blendable WebGPU extension.
Linked bug report
UUM-145735: URP errors when float32-blendable isn't available

Steps to reproduce: Build and run default URP Template with WebGPU Actual results: Errors in the console Expected results: Reproducible with versions: Not reproducible with versions: Can’t test with versions: Tested on (OS): Notes:

Retrieved 2026-11-09
WebGLFixUUM-145735
[WebGPU] Fix crash that can occur when destroying and creating shaders.
Linked bug report
UUM-145390: Type error is thrown when a new ComputeShader is instantiated after destroying previous ComputeShader

How to reproduce: Open the attached project “IN-140439” In Project Settings, ensure that WebGPU is selected as the Graphics API Build and Run the project for Web Observe the browser and its console Actual result: “TypeError: can't access property "label", wgpu[o] is undefined” is thrown and the game stops running after “[GenericComputeLifecycleRepro] Cycle 2: dispatch ResetCounter.” is printed…

Retrieved 2026-11-09
WebGLFixUUM-145390
[WebGPU] Fixed case of render_attachment usage flags being set on textures when not needed, potentially affecting performance of those textures.
WebGLFixUUM-150892
Added CoreCLR architecture-dependent managed assembly support to Windows player build pipeline, including Visual Studio solution export.
WindowsFix
Fixed an issue where truncated reads over 32MiB through the AsyncReadManager would fail with Direct Storage enabled.
WindowsFixUUM-149542
Fixed an issue where Windows pen input did not generate mouse pointer events (Input.GetMouseButtonDown) when using the Input Manager in standalone Player builds.
Linked bug report
UUM-140737: Windows Pen input does not generate mouse pointer events when using Input Manager

How to reproduce: 1. Open the attached project “IN-140808“ 2. Open Build Profiles, File → Build profiles 3. Select Windows platform 4. Make sure “Scene list” contains “Scenes/SampleScene” 5. Enable “Development build” 6. Build and Run 7. Connect Pen tablet to the computer 8. Press the Pen on the top left of the tablet 9. Observe the Development console 10. Press the Pen on the middle part of t…

Retrieved 2026-11-09
WindowsFixUUM-140737
Fixed case of plugin errors being logged when logging is disabled on Windows.
WindowsFixUUM-149022
Fixed On Demand Rendering related issues when hiding and resizing embedded window.
Linked bug report
UUM-102668: Hang or broken viewport after hiding on-demand-rendering Unity window inside a Winforms host app

Steps to reproduce: 1. Open the attached “HiddenWindowErrors.zip” project 2. Build the project 3. In File Explorer, open “ReproWindowsHost/ReproHost” 4. Open the “ReproHost.sln” 5. In “Form1.cs” line 67, paste the path to the built project .exe file 6. Run the project 7. Click “Toggle Visibility” and make the window bigger 8. Click “Toggle Visibility” two times to show and hide the window 9. M…

Retrieved 2026-11-09
WindowsFixUUM-102668
Fixed the splash screen not fading out smoothly on start.
WindowsFixUUM-140141
Fixed blocky or shifted lighting artifacts that could appear on XR platforms especially when using dynamic resolution in Deferred or Forward+ rendering paths.
Fixed XR graphics becoming frozen when changing the MSAA level at runtime, while having depth textures submission enabled.
XRFix
Removed AABB boundary expansion from SplitCullObjectsWithoutUmbra.
XRFix
6000.6.1f130 shown
Black screen is shown when Bloom is active with 2D Renderer
Linked bug report
UUM-150232: Black screen is shown when Bloom is active with 2D Renderer

Steps to reproduce: 1. Open the attached project “IN-149644” 2. Build and Run for iOS 3. Launch the app on iPhone 4. Observe the screen Actual result: The screen after the launch screen stays black Expected result: The screen after the launch screen has a blue background Reproducible with: 6000.3.0a1, 6000.3.21f1, 6000.5.7f1, 6000.6.0b7, 6000.7.0a4 Not Reproducible with: 6000.0.81f1, 6000.2.0b…

Retrieved 2026-11-10
6000.3.0a16000.0.51f1Known issueCautionUUM-150232
6000.3.13f1: Deadlock on exiting Play Mode when a Shader is destroyed while async shader compilation has queued variant requests for a different shader with Graphics Jobs enabled
Linked bug report
UUM-152966: Deadlock on exiting Play Mode when a Shader is destroyed while async shader compilation has queued variant requests for a different shader with Graphics Jobs enabled

How to reproduce: 1. Open the attached Project 2. Run Tools -> Bug repro Actual result: Editor deadlocks and is no longer responding, CPU usage drops to 0 Expected result: Process runs through 40 cycles and Editor can be used normally Reproducible with: 6000.0.85f1, 6000.3.13f1, 6000.3.24f1, Not reproducible with: 6000.3.12f1, 6000.6.2f1, 6000.7.0b2, 7000.0.0a1 Reproducible on: Windows 11 Not …

Retrieved 2026-11-11
Known IssuesKnown issueCaution
Resources.UnloadUnusedAssets() takes significantly longer to execute when run in a Player build
Linked bug report
UUM-149540: Resources.UnloadUnusedAssets() takes significantly longer to execute when run in a Player build

How to reproduce: 1. Open the attached “IN-149290” project 2. Select File → Build Profiles 3. In the Build Profiles window, enable “Development Build” 4. Build and run the project 5. Press the “Load GameObjects” button 6. Once loading finishes, press the “Trigger Asset GC” button 7. Quit the built application 8. Open the “Player.log” 9. Observe the GC logs at the end of the log Actual result: …

Retrieved 2026-11-11
6000.6.0a6: PlayMode tests return no results when Test Runner is run again after Scene-Only Reload
Linked bug report
UUM-151667: PlayMode tests return no results when Test Runner is run again after Scene-Only Reload

How to reproduce: Open the attached "IN-153267" 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 Press the "Run All" button again Observe the results in the Test Runner window again Actual result: All tests complete successfully and return results the first time, but after tha…

Retrieved 2026-11-11
Known IssuesKnown issueCautionUUM-151667
6000.6.0a7: Crash on CheckDeviceStatus when scrolling through draw calls while CopyBufferRegion is inside native render pass
Linked bug report
UUM-152897: Crash on CheckDeviceStatus when scrolling through draw calls while CopyBufferRegion is inside native render pass

Steps to reproduce: 1. Open the “SampleScene” 2. Open the Frame Debugger (Window > Analysis > Frame Debugger) 3. Press "Enable" 4. Use the scroll bar at the top to move between draw calls 5. Observe the crash Reproducible with: 6000.6.0a7, 6000.6.2f1 Not reproducible with: 6000.0.84f1, 6000.3.24f1, 6000.6.0a6, 6000.7.0b1 Fixed in: 6000.7.0a1 Reproduced on: Windows 11 Not reproduced on: No othe…

Retrieved 2026-11-11
Known IssuesKnown issueBlockerUUM-152897
6000.6.0a7: Crash on D3D12CommandList::PrepareExecute when inspecting URP DrawOpaque or Lit ForwardPass constant buffers
Linked bug report
UUM-146746: Crash on D3D12CommandList::PrepareExecute when inspecting URP DrawOpaque or Lit ForwardPass constant buffers

How to reproduce 1. Open the attached “IN-146933” project 2. Open the “crash” scene 3. Open the “Frame Debugger” tab and click “Enable” 4. Click on the “DrawOpaqueObjects“ frame 5. Observe the crash Reproducible with: 6000.6.0a7, 6000.6.0b3, 6000.7.0a2 Not reproducible with: 6000.0.79f1, 6000.3.19f1, 6000.5.4f1, 6000.6.0a6 Reproduced on: Windows 11 Not reproduced on: No other environment teste…

Retrieved 2026-11-11
Known IssuesKnown issueBlockerUUM-146746
Native memory grows unboundedly when a Unity.Hierarchy node is repeatedly renamed between names of different lengths
Linked bug report
UUM-151728: Native memory grows unboundedly when a Unity.Hierarchy node is repeatedly renamed between names of different lengths

How to reproduce: 1. Open the attached project "HierarchyBugs_H1_H2_H3" 2. Go to QA -> H1 - THE REPRO (different lengths) 3. Observe the Console Expected results: Renaming the same node over and over does not grow native memory, because each rename replaces the previous name of that one node Actual results: Native memory grows in proportion to the number of renames - 50000 renames add 1024 KB,…

Retrieved 2026-11-11
Crash on mono_log_write_logfile when more than one copy of bee_backend is running
Linked bug report
UUM-142773: Crash on mono_log_write_logfile when more than one copy of bee_backend is running

How to reproduce: Create a new URP project In the Player settings, change the Active Input Handling setting to any other option In the following prompt about restarting the Editor, select "accept" When the Editor loading window appears, close it by clicking x at the top right corner of the window Open the Windows task manager and type "bee" in the search bar Launch the project again and let th…

Retrieved 2026-11-09
Known IssuesKnown issueBlockerUUM-142773
Crash on mono_log_write_logfile when opening specific project
Linked bug report
UUM-150566: Crash on mono_log_write_logfile when opening specific project

How to reproduce: 1. Open the attached “IN-150836” project 2. Observe the crash Reproducible with: 6000.2.0b2, 6000.6.0a1 Not reproducible with: 6000.0.0f1, 6000.0.82f1, 6000.1.0b3, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a6 Could not test with: 6000.2.0a1 - 6000.2.0b1 (due to multiple Input system errors which I was unable to fix) Fixed in: 6000.6.0a2 (64de5ee36373) Reproducible on: Wi…

Retrieved 2026-11-10
Known IssuesKnown issueBlockerUUM-150566
[WinEditor] Play Mode framerate drops significantly when moving the mouse cursor with high polling rate
Linked bug report
UUM-142550: Play Mode framerate drops significantly when moving the mouse cursor with high polling rate

Reproduction steps: 1. Open the attached project "IN-141292" 2. Connect a mouse which supports 1000 Hz polling rate or higher 3. Open scene "SampleScene" 4. Enter Play Mode 5. Move the mouse cursor in Play Mode view (make sure that the view is focused by left-clicking on the view) 6. Observe the result in the graph in the top right corner of the Game view Actual result: The Editor experiences …

Retrieved 2026-11-09
Known IssuesKnown issueCautionUUM-142550
Added an information panel to the Profiler's 'Screenshots' module. You can toggle the panel from the module toolbar. It shows: The selected frame number, and the resolution and source frame of the displayed screenshot. A notice when the displayed screenshot is older than the selected frame. The CPU and GPU frame times, highlighted when they exceed the target frame time.
Profiler
Fixed a crash that could occur when cancelling a build (e.g. BuildPipeline.BuildAssetBundles) while scripts are compiling.
Linked bug report
UUM-146331: Crash on RaiseException when cancelling script compilation

How to reproduce: Open the attached “IN-143924_cancel_crash” project Open the “TeamTag” scene Open the “Map Exporter Repro” window (Tools > GT Repro > Map Exporter) Click to “Create Repro Map Asset” Click to “Export Map” Press “Cancel” while scripts are being compiled Observe the crash Reproducible with: 6000.0.0f1, 6000.0.78f1, 6000.3.19f1, 6000.5.2f1, 6000.6.0b2, 6000.7.0a1 Reproducible on: …

Retrieved 2026-11-11
Asset BundlesFixUUM-146331
Fixed an issue where performance could degrade and eventually fail when the Accelerator was under heavy load.
Asset PipelineFixUUM-146082
Fixed a NullReferenceException in SamplePostprocessor.OnPostprocessAllAssets that could sometimes occur when creating a Timeline asset.
Linked bug report
UUM-149739: NullReferenceException is thrown when a Timeline Asset is created in a new folder after closing the Package Manager window with the Timeline package selected

How to reproduce: Open the attached "IN-150223" project In the top of the Unity editor, select “Window” > “Package Management” > “Package Manager” In the “Package Manager” window, select any package other than “Timeline” In the “Package Manager” window, select the "Timeline" package Close the “Package Manager” window In the Hierarchy tab, create an empty GameObject and keep it selected In the …

Retrieved 2026-11-10
EditorFixUUM-149739
Hierarchy: Fixed issue where the search filter was silently cleared (while the query block UI remained visible) after exiting Prefab Mode in Context.
Linked bug report
UUM-142149: New Hierarchy filtering query block remains visible but filtering is not applied when returning from Prefab Mode in Context

Steps to reproduce: Create a new URP 3D Project Make sure the "Use new Hierarchy window" is enabled in Preferences > Editor In the Hierarchy, create a Cube GameObject Drag it to the Project window to create a prefab In the Hierarchy, click on the search icon to add query blocks Select Component > Any Observe only the prefab is visible in the Hierarchy Click on the ">" next to prefab to open it…

Retrieved 2026-11-09
EditorFixUUM-142149
Multiplayer: Removed redundant Button from Play Mode Scenario Validation Dialog.
Linked bug report
UUM-150409: 'Play Mode Scenario - Validation Failed' dialog box has two buttons with the same functionality

Steps to reproduce: Create and open a new project Install the 'Multiplayer Play Mode' package Create a new Play Mode Scenario Open the Object Picker for the Initial Scene in the Play Mode Scenarios window Click on the 'Hidden Packages' button to uncover read-only scenes Select one of the read-only scenes Switch to the new Play Mode Scenario Enter Play Mode and observe Actual results: A dialog …

Retrieved 2026-11-10
EditorFixUUM-150409
Fixed case of project build failing with "IL2CPP error C2039: __entity is not a member of BlobBuilder" error.
Linked bug report
UUM-86534: Build fails with the "IL2CPP error C2039: __entity is not a member of BlobBuilder" error when building a specific project

Reproduction steps: 1. Open the attached “repro_IN-87613“ project 2. Open the “Assets/Scenes/main.unity“ Scene 3. Open the Build Profiles window (“File → Build Profiles”) 4. Make sure that the “Architecture“ parameter is set as “Intel 64-bit“ 5. Make sure that the “Development Build“ is enabled 6. Press “Build“ Expected result: The build succeeds Actual result: The build fails with the “error …

Retrieved 2026-11-10
EntitiesFixUUM-86534
Fixed a video player bug where the loop point reached callback would not always fire.
Game CoreFixUUM-133083
Fixed case of an error appearing incorrectly on ports when Graph.IsConnectionAllowed was overridden to permit connections between incompatible types. CheckNodeErrors now delegates type validation to CanAssignTo, consistent with how connection creation already behaves.
Graph ToolkitFixUUM-150703
The collapse button of a node with options is now enabled even when all the ports are connected. This allows pressing the collapse button to collapse the node just like it was possible by choosing Toggle Collapse or using Shift+Ctrl+O.
Linked bug report
UUM-150163: "Collapse Node" arrow is disabled when node can still be collapsed via Toggle Collapse or Shift+Ctrl+O

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

Retrieved 2026-11-10
Graph ToolkitFixUUM-150163
Fixed crash caused by memory error related to per-Material constant buffer when OpenGL ES is used.
GraphicsFixUUM-150590
Fixed issue with a ghost prefab having multiple ghost prefab entity instances, such as when it is baked into multiple loaded subscenes. When loading, unloading and reloading the subscenes the ghost collection prefab would point to a previously unloaded/deleted entity prefab. This now correctly gets updated to an instance created from the reloaded subscenes.
Linked bug report
UUM-146631: Crash on Unity.Entities.EntityComponentStore.AssertEntitiesExist when loading and unloading multiple Entity scenes with the same Prefab

How to reproduce: 1. Download the attached “IN-147142” project 2. Unzip and duplicate the project 3. Open both projects 4. Open the "SampleScene" in both projects 5. Ensure the PlayMode Type is set to 'Server' in one project and 'Client' in the other 6. Enter Play mode in both projects 7. Observe the crash Reproducible with: 6000.3.18f1 Reproduced on: Windows 11 (user reported) Note: This issu…

Retrieved 2026-11-09
Netcode for EntitiesFixUUM-146631
Fixed an issue where a dynamic body with a rotation constraint would bounce off surfaces despite zero bounciness.
Linked bug report
UUM-150990: Fix for 6000.7.X: Rotation locked PhysicsBody incorrectly discards contact angular impulses resulting in linear over-correction which looks like an invalid bounce.

Issue: A rotation-locked body kept its rotational inertia, so the contact solver split each impulse between linear and angular motion, then the lock discarded the angular part, leaving the linear velocity over-corrected into a small bounce; the fix zeroes the inertia while locked so impulses go entirely into linear motion. Load the attached case submitted by the user here: https://discussions.…

Retrieved 2026-11-10
Physics 2DFixUUM-150990
Fixed case of 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 ellipsis line-breaking recursion when the font lacks an ellipsis glyph and Ellipsis overflow mode is selected.
Linked bug report
UUM-134066: "Line breaking recursion max threshold hit" error when Overflow is set to Ellipsis with fonts missing the ellipsis character

How to reproduce: 1. Open the attached “IN-130196” project 2. Open the “SampleScene” 3. In the Hierarchy, expand the “Canvas” GameObject 4. Select the child GameObject “Text (TMP)” 5. In the Inspector, set Overflow to “Ellipsis” 6. Type a long sentence in the “Text Input” field 7. Observe the Console and the Scene windows Actual result: Words get cut off and errors appear in the console Expect…

Retrieved 2026-11-09
uGUIFixUUM-134066
Fixed case of a backdrop-filter element showing a scaled-down copy of the backdrop in the in-scene UI authoring viewport when display scaling is above 100%.
Linked bug report
UUM-148867: Backdrop Filter renders a scaled-down copy of the background image instead of applying a Backdrop filter when using in-scene UI Authoring

Steps to reproduce: Create a new Unity project using the Universal 3D template Right-click in the Hierarchy > UI Toolkit > Standard Elements > Visual Element In the Inspector, add any texture to its background and increase size for better visibility of bug In the Hierarchy, create a Label element and make it a child of VisualElement Select the Label and in the Inspector find the "Backdrop Filt…

Retrieved 2026-11-10
UI ToolkitFixUUM-148867
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 issue with the Hierarchy offering Create GameObject menu items in the UI authoring stage, where the new GameObject was created outside the stage and never appeared.
UI ToolkitFixUUM-145535
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
6000.0.84f129 shown
6000.0.6f1: [RenderGraph][D3D12] Crash on D3D12SwapChain::Present when using AddComputePass with EnableAsyncCompute(true) and UseTexture
Linked bug report
UUM-140183: Crash on D3D12SwapChain::Present when using AddComputePass with EnableAsyncCompute(true) and UseTexture

How to reproduce: 1. Open the attached “IN-140355.zip” project 2. Enter Play Mode 3. Observe the crash Reproducible in: 6000.0.6f1, 6000.0.73f1, 6000.3.14f1, 6000.4.4f1, 6000.5.0b4, 6000.6.0a3 Not reproducible in: 6000.0.5f1 Reproducible on: Windows 11 (AMD Radeon RX 6600, Driver: 32.0.21043.5001; Nvidia RTX 3080 Ti Laptop, Driver: 32.0.15.8097) Not reproducible on: No other environments teste…

Retrieved 2026-11-11
Known IssuesKnown issueBlockerUUM-140183
Black screen is shown when Bloom is active with 2D Renderer
Linked bug report
UUM-150232: Black screen is shown when Bloom is active with 2D Renderer

Steps to reproduce: 1. Open the attached project “IN-149644” 2. Build and Run for iOS 3. Launch the app on iPhone 4. Observe the screen Actual result: The screen after the launch screen stays black Expected result: The screen after the launch screen has a blue background Reproducible with: 6000.3.0a1, 6000.3.21f1, 6000.5.7f1, 6000.6.0b7, 6000.7.0a4 Not Reproducible with: 6000.0.81f1, 6000.2.0b…

Retrieved 2026-11-10
6000.3.0a16000.0.51f1Known issueCautionUUM-150232
Crash on mono_log_write_logfile when more than one copy of bee_backend is running
Linked bug report
UUM-142773: Crash on mono_log_write_logfile when more than one copy of bee_backend is running

How to reproduce: Create a new URP project In the Player settings, change the Active Input Handling setting to any other option In the following prompt about restarting the Editor, select "accept" When the Editor loading window appears, close it by clicking x at the top right corner of the window Open the Windows task manager and type "bee" in the search bar Launch the project again and let th…

Retrieved 2026-11-09
Known IssuesKnown issueBlockerUUM-142773
Crash with multiple stack traces when generating a Font Atlas
Linked bug report
UUM-141061: Crash with multiple stack traces when generating a Font Atlas

How to reproduce: Create a project Install the uGUI package Import TMP Essential Resources (Window > TextMeshPro > Import TMP Essential Resources) Open TMP Font Asset Creator (Window > TextMeshPro > Font Asset Creator) Generate a Font Atlas Observe the crash Reproducible with: 6000.0.0f1 (4ff56b3ea44c), 6000.0.61f1, 6000.0.73f1, 6000.3.14f1, 6000.4.4f1, 6000.5.0b5, 6000.6.0a3 Reproduced on: Wi…

Retrieved 2026-11-09
Known IssuesKnown issueBlockerUUM-141061
[WinEditor] Play Mode framerate drops significantly when moving the mouse cursor with high polling rate
Linked bug report
UUM-142550: Play Mode framerate drops significantly when moving the mouse cursor with high polling rate

Reproduction steps: 1. Open the attached project "IN-141292" 2. Connect a mouse which supports 1000 Hz polling rate or higher 3. Open scene "SampleScene" 4. Enter Play Mode 5. Move the mouse cursor in Play Mode view (make sure that the view is focused by left-clicking on the view) 6. Observe the result in the graph in the top right corner of the Game view Actual result: The Editor experiences …

Retrieved 2026-11-09
Known IssuesKnown issueCautionUUM-142550
Updated the Gradle version shipped with the Editor from 9.1.0 to 9.3.1.
AndroidChange
Fixed Android version labels to match Google's naming.
AndroidFixUUM-150412
Fixed problem with WebCamTexture not restoring on Android when "Run Without Focus" is set.
AndroidFixUUM-149681
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
Fixed 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
The Editor no longer logs an error when the audio output device fails to re-initialize while resuming the output 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 could not be resumed.
AudioFixUUM-115959
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
Fixed an issue where HDR Colors weren't correctly recorded in the Animation Window.
Linked bug report
UUM-83771: HDR colors are recorded in gamma compressed values instead of linear values when using the Animation window

Reproduction steps: 1. Open the attached “repro_IN-85774“ project 2. Open the “Assets/Scenes/Scene.unity“ Scene 3. Open the Animation window (“Window → Animation → Animation“) 4. In the Hierarchy, select the “Sphere“ GameObject 5. In the Animation window, press the “Create“ button and save the .anim file 6. In the top-left of the Animation window, press on the “Enable/disable keyframe recordin…

Retrieved 2026-11-11
EditorFixUUM-83771
Fixed case where first touch input is dropped.
EmbeddedLinuxFixUUM-150086
Fixed a device freeze on Midgard Mali GPUs when Blit Type was set to Auto.
GraphicsFixUUM-149414
Fixed crash caused by memory error related to per-Material constant buffer when OpenGL ES is used.
GraphicsFixUUM-150590
Quality Settings - Elipsis is now added for default platform and Quality Level Header for quality levels with very long names.
Linked bug report
UUM-148889: Long Quality Level names are not truncated in the Platform menu under the Quality settings

How to reproduce: 1. Create a new Unity project 2. Go to Edit -> Project Settings -> Quality 3. Add or rename a layer to have a long name 4. Open the Platform menu and observe the results Expected results: The name is truncated Actual results: The name is not truncated Reproducible with: 6000.0.81f1, 6000.3.21f1, 6000.5.7f1, 6000.6.0b7, 6000.7.0a4 Reproducible on: macOS Tahoe 26 (M1) Not repro…

Retrieved 2026-11-10
GraphicsFixUUM-148889
Fixed case where first touch input is dropped.
LinuxFixUUM-150086
Fixed case where first touch input is dropped.
Fixed ellipsis line-breaking recursion when the font lacks an ellipsis glyph and Ellipsis overflow mode is selected.
Linked bug report
UUM-134066: "Line breaking recursion max threshold hit" error when Overflow is set to Ellipsis with fonts missing the ellipsis character

How to reproduce: 1. Open the attached “IN-130196” project 2. Open the “SampleScene” 3. In the Hierarchy, expand the “Canvas” GameObject 4. Select the child GameObject “Text (TMP)” 5. In the Inspector, set Overflow to “Ellipsis” 6. Type a long sentence in the “Text Input” field 7. Observe the Console and the Scene windows Actual result: Words get cut off and errors appear in the console Expect…

Retrieved 2026-11-09
uGUIFixUUM-134066
Fixed missing tile map grid lines. Ensure preview camera render target is correct after rendering with an SRP.
Linked bug report
UUM-122618: The TileMap grid in the Tile Palette is not visible when Screen Space Ambient Occlusion is enabled

How to reproduce: 1. Open the attached "GridInvisible" project 2. In the Project window, select the “Triangle.asset” prefab 3. In Scene View, click the "Open Tile Palette" button 4. In the Tile Palette window, observe the TileMap grid Expected result: TileMap grid is visible Actual result: TileMap grid is invisible Reproducible with: 2023.3.0b8, 6000.0.60f1, 6000.2.8f1, 6000.3.0b6, 6000.4.0a2 …

Retrieved 2026-11-09
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 prevent 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
Fixed NameFilesAsHashes functionality.
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
Fixed blocky or shifted lighting artifacts that could appear on XR platforms especially when using dynamic resolution in Deferred or Forward+ rendering paths.
Fixed case of XR graphics becoming frozen when changing the MSAA level at runtime, while having depth textures submission enabled.
XRFix

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