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6000.3.0a1: 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
Known IssuesKnown issueCautionUUM-150232
Player crashes with use-after-free when a Shader is unloaded immediately after ShaderWarmup.WarmupShaderFromCollection() on D3D12
Linked bug report
UUM-149781: Player crashes with use-after-free when a Shader is unloaded immediately after ShaderWarmup.WarmupShaderFromCollection() on D3D12

How to reproduce: 1. Open the attached “IN-150508” project 2. In the “Repro” Menu item, select “1. Generate Shaders And Collections” 3. Then select “2. Assign AssetBundle Names” 4. Select “3b. Build AssetBundles (Windows x64)” 5. Verify that DX12 is the selected Graphics API (Project Settings > Player > Graphics APIs = Direct3D12) 6. Navigate to File > Build Profiles > Build and Run 7. Observe…

Retrieved 2026-11-09
Crash on UNITY_FT_Load_Glyph when generating multi-threaded Font Atlas in TMPro Font Asset Creator
Linked bug report
UUM-125366: Crash on UNITY_FT_Load_Glyph when generating multi-threaded Font Atlas in TMPro Font Asset Creator

Steps to reproduce: 1. Open the “user’s attached project” 2. Open “Window/TextMeshPro/Font Asset Creator” 3. Set Source font to “GmarketSansTTFMedium” 4. Set Sampling Point Size to Auto Sizing 5. Set Padding to 7% 6. Set Packing method to Fast 7. Set Atlas resolution to 2048x2048 8. Set Character Set to Characters from File 9. Set Character File to “Characters_ko_Content” 10. Generate Font Atl…

Retrieved 2026-11-09
Text (TextMeshPro)Known issueBlockerUUM-125366
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
Updating unlisted shader properties via Material Set[Type] APIs mark the material dirty.
ShadersImprovement
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
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
Fixed an error being logged on Play Mode exit when a scriptable processor reads a pipe from a realtime callback during teardown.
Linked bug report
UUM-141072: Invalid Audio Handle error is thrown on Play Mode exit when Pipe.GetAvailableData is used in RootOutputInstance.IRealtime.EarlyProcessing

How to reproduce: 1. Open the attached "IN-141026_ADTMError.zip" project 2. Open "Scenes > SampleScene" 3. Enter Play mode 4. Wait until "Realtime ControlUpdate on audio frame xx" appears in the Console 5. Exit Play mode 6. Observe the Console window Actual result: The “ADTM: Trying to use invalid Audio Handle in ControlGetDataElementList” error is thrown when exiting Play Mode Expected result…

Retrieved 2026-11-11
AudioFixUUM-141072
Fixed crash when pausing AudioRandomContainer containing streaming clips that are still loading.
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 the "Reset argument" button in Preferences > External Tools so it updates the "External Script Editor Args" field immediately instead of only after a focus change.
Code EditorFixUUM-150210
Fixed a hang that would occur when MeshCollider components, would be deleted via unloading an unity scene.
Linked bug report
UUM-149370: Editor hangs when destroying a GameObject hierarchy while an Object.InstantiateAsync is still in flight

How to reproduce: 1. Extract the attached “IN-150607_Repro“ project 2. In the project folder, modify the “unity_exe” field of project_config.json if needed 3. Open the project folder in a terminal and run “.\runp.bat -t repro_editmode -u EDITORFOLDERNAME“ 4. Watch the terminal Actual result: “HANG“ errors are reported Expected result: No errors are reported and it runs smoothly Reproducible wi…

Retrieved 2026-11-11
EditorFixUUM-149370
Fixed an Editor crash that occured when inspecting a TextMeshPro font asset.
Linked bug report
UUM-145753: Crash on RenderEventsContext::ExecuteCommandBuffers when changing a TextMeshPro GameObject's font to Liberation Sans SDF - Fallback

How to reproduce: Open the attached “IN-145408“ project Open the “SampleScene“ scene In the Hierarchy, select the Text(TMP) GameObject (Canvas > Text (TMP)) In the Inspector, change the active Font Asset field (Main Settings) in the TextMeshPro - Text(UI) Component to the Liberation Sans SDF - Fallback font Observe the Crash Reproducible with: 6000.3.0a1, 6000.3.18f1, 6000.5.1f1, 6000.6.0b1, 6…

Retrieved 2026-11-09
EditorFixUUM-145753
Fixed an editor crash when a curve with more than 8 keys was set in a Particle System.
Linked bug report
UUM-144792: Crash on PolynomialCurve::BuildCurve when calling ParticleSystemRenderer.SetMeshes() with an AnimationCurve containing 9 or more keys

How to reproduce: Open the attached “IN-145668“ project Open the “ParticleCurveCrashRepro“ scene Enter Play mode Observe the crash Reproducible with: 6000.0.0f1 (4ff56b3ea44c), 6000.0.77f1, 6000.3.18f1, 6000.5.0f1, 6000.6.0a7 Reproducible on: Windows 11, macOS 15.3 (M2) Not reproducible on: No other environments tested Notes: Usually takes multiple attempts of entering Play mode to reproduce S…

Retrieved 2026-11-09
EditorFixUUM-144792
Fixed an issue where accessing the rootVisualElement of an Overlay's container could cause recursive calls and crash the Editor.
Linked bug report
UUM-149209: Editor freezes at OpenScene and continuously allocates memory when a Scene View Overlay accesses containerWindow.rootVisualElement in CreatePanelContent()

Steps to reproduce: Create a new project Remove the Test Framework package Ensure that the Editor is closed Go to the project’s Assets folder Add the attached “BugScript” to the Assets folder Open the project Observe the launch screen Actual result: The Editor freezes at OpenScene and continuously allocates memory Expected result: The project opens successfully Reproducible with: 6000.0.0f1, 6…

Retrieved 2026-11-10
EditorFixUUM-149209
Fixed an issue where scripts were not being created after pressing *Enter* in the INspector's Add Component New Script view.
Linked bug report
UUM-149682: Script does not get saved when pressing the "Enter" key in the Inspector's Add Component script creation window

How to reproduce: 1. Create a new project 2. Select any GameObject in the Hierarchy window 3. In the Inspector window, press "Add Component" 4. In the opened list, select "New Script" 5. Name the script anything and press the "Enter" key 6. Observe the Inspector window Actual result: The script is not saved after pressing the "Enter" key and the focus automatically changes to the search bar Ex…

Retrieved 2026-11-10
EditorFixUUM-149682
Fixed floating Video Clip Inspector preview error and cosmetic warning.
Linked bug report
UUM-147192: "NullReferenceException" errors are thrown after exiting Play mode when switching Preview dropdown in a Floating Video Clip Inspector window

Steps to reproduce: Create a new 3D URP project Import the attached "mov_title.mp4" into the project Enter Play mode From the Project window, select the "mov_title.mp4" asset In the Inspector, next to preview click on the three dots and Convert to Floating Window In the Preview window, click on the "mov_title.mp4" dropdown and switch to "Source info" Switch back to "mov_title.mp4" Exit Play mo…

Retrieved 2026-11-10
EditorFixUUM-147192
Fixed the "W" component label being truncated to "..." in Vector4 Inspectors.
Linked bug report
UUM-143161: ShaderGraph Graph Inspector "Vector4" W label is always truncated to "..."

Steps to reproduce: Create a new 3D URP project Right-click in Project window > Create > Shader Graph > URP > Lit Shader Graph Open the Shader Graph In the Blackboard (left panel), click + and add a new Vector4 property Select the Vector4 property in the Blackboard Open the Graph Inspector > Node Settings tab Observe the "Default Value" row Actual results: The four component labels read "X Y Z…

Retrieved 2026-11-11
EditorFixUUM-143161
Removed the "Missing or broken path()" message displayed in the 'Open Recent Scene' dropdown on a newly created project. ([UUM-113848](https://jira.unity3d.com/browse/UUM-113848)).
Linked bug report
UUM-113848: "Missing or broken path ()" is shown when opening the "Open Recent Scene" dropdown on a newly created project

Steps to reproduce: Create a new Unity project using the Universal 3D template Observe the "Open Recent Scene" dropdown (File > Open Recent Scene) Actual results: "Missing or broken path ()" is in the dropdown along with SampleScene Expected results: Only SampleScene is shown on a fresh project Reproducible with versions: 6000.0.54f1, 6000.1.16f1, 6000.2.0f1, 6000.3.0a4 Tested on (OS): Windows…

Retrieved 2026-11-09
EditorFixUUM-113848
Search : Fixed "Non-matching Profiler.EndSample" error is thrown for "SearchImporter.IndexingRequest" when creating a script with Edit Mode Profiler recording enabled.
Linked bug report
UUM-143780: "Non-matching Profiler.EndSample" error is thrown for "SearchImporter.IndexingRequest" when creating a script with Edit Mode Profiler recording enabled

Steps to reproduce: Create a new 3D URP project Open the Profiler window (Window > Analysis > Profiler) Switch Target to "Edit Mode" and enable recording In the Project window, right-click > Create > MonoBehaviour Script Repeat 4th step a few times or wait a bit (sometimes error comes with a delay) Observe the Console Actual results: "Non-matching Profiler.EndSample (Every EndSample call must …

Retrieved 2026-11-09
EditorFixUUM-143780
Fixed case where first touch input is dropped.
EmbeddedLinuxFixUUM-150086
Fixed a crash when baking occlusion culling for large scenes.
Linked bug report
UUM-143361: Crash on Umbra::Task::writeTomeToFile when baking Occlusion Culling in a scene containing a large amount of GameObjects with Mesh Renderers

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

Retrieved 2026-11-09
GraphicsFixUUM-143361
Fixed a device freeze on Midgard Mali GPUs when Blit Type was set to Auto.
GraphicsFixUUM-149414
Fixed an issue where Vulkan Player would not respect the value of 'PlayerSettings.vulkanNumSwapchainBuffers' and instead use a fixed count of 3 swapchain buffers.
GraphicsFixUUM-148724
Fixed crash caused by memory error related to per-Material constant buffer when OpenGL ES is used.
GraphicsFixUUM-150590
Quality Settings - Adding elipsis 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 incorrect shader stripping when "Lightmap Bicubic Sampling" was enabled.
Linked bug report
UUM-134794: Opaque Materials do not render in the Player when Rendering is set to Forward only and Bicubic Sampling is enabled in a HDRP project

How to reproduce: 1. Open the attached “IN-134101“ project 2. Open the “OutdoorsScene“ scene 3. Build and Run the Player 4. Observe the Player Actual result: Only GameObjects with a Transparent Material are rendered Expected result: All GameObjects are rendered Reproducible with: 6000.1.0b3, 6000.3.9f1, 6000.4.0b9, 6000.5.0a7 Could not test with: 6000.0.68f1 (Bicubic Sampling was only introduc…

Retrieved 2026-11-09
HDRPFixUUM-134794
Fixed property field child fields not being drawn when the property rect is at negative GUI coordinates.
Linked bug report
UUM-149255: IMGUI fields disappear and interactivity breaks when the rect position drops below zero inside a custom EditorWindow

How to Reproduce: 1. Open the attached “IN-150313” project 2. Wait around 5 seconds for the “Rendering Repro” window to open 3. Observe the “Rendering Repro” window Actual Result: X, Y and Z values of “Vector #1”, “Vector #2” and “Vector #3” are not visible Expected Result: X, Y and Z values of “Vector #1”, “Vector #2”, “Vector #3” and “Vector #4” are visible Reproducible with: 6000.0.0f1, 600…

Retrieved 2026-11-10
IMGUIFixUUM-149255
Fixed ScrollView not responding to mouse wheel input with a connected mouse.
Linked bug report
UUM-141279: ScrollView does not work when using the mouse wheel

Steps to reproduce: 1. Open the attached “IN-133496“ project 2. Build Xcode project and deploy it to an iOS device 3. Connect a USB or Bluetooth mouse to the iOS device 4. Make sure Settings -> Accessibility -> Touch -> AssistiveTouch is enabled 5. In Player, hover the mouse over the ScrollView and use the mouse wheel to scroll through its content 6. Observe the Player Actual result: ScrollVie…

Retrieved 2026-11-09
Fixed case where first touch input is dropped.
LinuxFixUUM-150086
Lowered the glibc version to 2.34.
LinuxFixUUM-150342
Fixed an issue inside the PhysX 4 sdk, where CharacterController wouldn't be able to collide with more than 100 shapes at a time.
Linked bug report
UUM-132204: Character Controller fall through the ground when touches 100 colliders

Reproduction steps: 1. Open the attached project "ReproProj" 2. Open the “/Assets/Scenes/SampleScene.unity” Scene 3. Enter the Play Mode 4. Observe the Game view Expected result: The CharacterController is stopped by the cubes Actual result: The CharacterController moves towards the cube and falls through the ground Reproducible with: 6000.0.65f1, 6000.3.4f1, 6000.4.0b4, 6000.5.0a4 Reproducibl…

Retrieved 2026-11-09
PhysicsFixUUM-132204
Improved the cleanup performance of IgnoreCollision when destroying a Collider.
Linked bug report
UUM-115186: Colliders with IgnoreCollision take significantly longer to be destroyed

How to reproduce: 1. Open the “IN-111471.zip“ project 2. Open the “SampleScene” 3. Enter Play Mode 4. Select the “PhysicsColliderCleanupTester“ GameObject 5. Enable and disable the “PhysicsColliderTester“ Component a few times to stabilize the performance 6. Observe the times logged in the Console 7. Enable/Disable the “Use Physics Ignore Collision“ checkbox 8. Enable and Disable the “PhysicsC…

Retrieved 2026-11-09
PhysicsFixUUM-115186
Wake Rigidbody2D when activating a child GameObject containing a Collider2D.
Linked bug report
UUM-149852: OnTriggerEnter2D is not called when a GameObject with a trigger Collider2D is enabled while both Rigidbody2Ds are sleeping

How to reproduce: Open the attached "IN-150265" project Open the “TriggerTest” Scene Enter Play mode In the Hierarchy tab, expand “Player” GameObject and select “Trigger” GameObject In the Inspector tab next to the GameObject’s name, disable and re-enable the “Trigger” GameObject Observe the result in the Console Actual result: No "Trigger Enter" message is logged in the Console Expected resul…

Retrieved 2026-11-10
Physics 2DFixUUM-149852
Fixed case where first touch input is dropped.
Fixed a crash that could occur when inspecting a TMP font asset that has *Atlas Population Mode set to Static and Multi Atlas Textures* enabled while its Material preview was visible.
Linked bug report
UUM-145753: Crash on RenderEventsContext::ExecuteCommandBuffers when changing a TextMeshPro GameObject's font to Liberation Sans SDF - Fallback

How to reproduce: Open the attached “IN-145408“ project Open the “SampleScene“ scene In the Hierarchy, select the Text(TMP) GameObject (Canvas > Text (TMP)) In the Inspector, change the active Font Asset field (Main Settings) in the TextMeshPro - Text(UI) Component to the Liberation Sans SDF - Fallback font Observe the Crash Reproducible with: 6000.3.0a1, 6000.3.18f1, 6000.5.1f1, 6000.6.0b1, 6…

Retrieved 2026-11-09
uGUIFixUUM-145753
Fixed an IndexOutOfRangeException thrown when a large Text (TMP) GameObject with Overflow set to Ellipsis.
Linked bug report
UUM-134477: “IndexOutOfRangeException: Index was outside the bounds of the array.” error is thrown when large Text (TMP) GameObject Overflow field is set to Ellipsis

Reproduction steps: 1. Create a new project 2. Create Text - TextMeshPro GameObject (GameObject > UI (Canvas) > Text - TextMeshPro) 3. Enter long text into Text field in the Inspector 4. Change Font Size value to 1 5. Change Overflow to Ellipsis Actual result: “IndexOutOfRangeException: Index was outside the bounds of the array” error is thrown Expected result: No warnings or errors are thrown…

Retrieved 2026-11-09
uGUIFixUUM-134477
Suppresses compiler warnings from unused assigned values in TMP_FontAsset.fontWeight.
uGUIFixUUM-137669
Fixed white line artifacts in gradients that use the Mirror or Wrap address mode when Anisotropic Textures is set to Forced On in the Quality settings, and fixed incorrect rendering of the area before the gradient's start point.
Linked bug report
UUM-139509: White line visual artifacts are present in a Painter2D Gradient when the Gradient's AddressMode is set to Mirror

How to reproduce: 1. Open the attached “IN-138233“ project 2. Open the “SampleScene“ scene 3. Set the Game view resolution to 4k UHD and the scale to 2.3x 4. Enter Play mode 5. Observe the Gradient in the Game view Actual result: The Gradient has white lines in the middle of the Black Gradient stripes Expected result: The Gradient is mirrored without without white lines in the middle of the Bl…

Retrieved 2026-11-09
UI ToolkitFixUUM-139509
Fixed an issue where artifacts appeared when using depth normals with Vulkan on some Android devices.
Linked bug report
UUM-133583: Visual artifacts when using depth normals with Vulkan API

How to reproduce: 1. Open the attached “IN-131836_Normals” project 2. Make sure Graphics API is set to Vulkan 3. Build and run on Android 4. Observe the device Actual result: Visual artifacts all over the visible object Expected result: Object has distinct sections, with shades of different colors with no visual artifacts Reproducible on: 2023.3.0b7, 6000.0.67f1, 6000.3.7f1, 6000.4.0b7, 6000.5…

Retrieved 2026-11-11
URPFixAndroidUUM-133583
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
Addressed an issue where NaNs could perpetually keep a graph in a dirty state.
Linked bug report
UUM-139398: "Initialize Particle" node in VFX Graph cannot be moved when it has a "Multiply (Vector3)" node with NaN values connected to its "Set Velocity" subnode

How to reproduce: 1. Open the attached "IN-138898_URP Test.zip" project 2. In the Project tab, find the "Fireball-6 Way (Texture2DArray)" Visual Effects Graph 3. Double-click on the Visual Effects Graph to open it 4. In the opened Visual Effects Graph, find the "Initialize Particle" node 5. Try to move the "Initialize Particle" node 6. Observe the node’s movement Actual result: The node either…

Retrieved 2026-11-09
VFX GraphFixUUM-139398
Fixed frustum culling in URP.
Linked bug report
UUM-138375: VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output

How to reproduce: 1. Open the "IN-137652" project 2. Open the "TestScene" scene 3. Right-click the Game window's tab header 4. Click “Load RenderDoc” 5. Click "Capture the current view and open in RenderDoc" button in the Game window 6. Double click on the capture in RenderDoc 7. Filter for "RenderLoop.Draw" 8. Expand both children titled "VFX.ParticleSystem.RenderMeshIndirect" 9. Observe the …

Retrieved 2026-11-11
VFX GraphFixUUM-138375
Prevent NaNs in strips when previous and next tangents cancel each other.
Linked bug report
UUM-141608: NaN normals produced when using "Custom Y" mode in an "Orient:" node of a VFX Graph

How to reproduce: 1. Open the attached "IN-142110_VFXStripNaN.zip" project 2. Open the "OutdoorsScene" 3. In the Scene view, look at the "New Trail VFX" GameObject 4. Observe the Scene view Actual result: Scene view is black Expected result: Scene view is visible as usual Reproducible with: 6000.2.0b1 (d17678da8412), 6000.3.15f1, 6000.4.6f1, 6000.5.0b7, 6000.6.0a4 Not reproducible with: 6000.0…

Retrieved 2026-11-11
VFX GraphFixUUM-141608
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 WebM Vorbis audio track reporting 0 Hz and 0 channels.
VideoFixUUM-144045
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
6000.7.0a641 shown
6000.6.0a2: Crash on alloc_handle when opening specific project
Linked bug report
UUM-150957: Crash on alloc_handle when opening specific project

How to reproduce: 1. Open the attached “IN-150160” project 2. Observe the crash Reproducible with: 6000.0.0f1, 6000.0.84f1, 6000.3.25f1, 6000.6.4f1, 7000.0.0a1 Not reproducible with: 6000.7.0b3 Fixed in: 7000.0.0a5 Reproducible on: Windows 11 Not reproducible on: No other environments tested First few lines of the stack trace: 2026-08-24T11:11:06.532Z|0xa9fc|0x00007FFBE8D460D9 (mono-2.0-bdwgc)…

Retrieved 2026-11-10
Known IssuesKnown issueBlockerUUM-150957
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
Player crashes with use-after-free when a Shader is unloaded immediately after ShaderWarmup.WarmupShaderFromCollection() on D3D12
Linked bug report
UUM-149781: Player crashes with use-after-free when a Shader is unloaded immediately after ShaderWarmup.WarmupShaderFromCollection() on D3D12

How to reproduce: 1. Open the attached “IN-150508” project 2. In the “Repro” Menu item, select “1. Generate Shaders And Collections” 3. Then select “2. Assign AssetBundle Names” 4. Select “3b. Build AssetBundles (Windows x64)” 5. Verify that DX12 is the selected Graphics API (Project Settings > Player > Graphics APIs = Direct3D12) 6. Navigate to File > Build Profiles > Build and Run 7. Observe…

Retrieved 2026-11-09
Fixed audiomixer fader clicking in playmode (UUM-150250) Fixed in 6000.7.0b1.
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
AudioKnown issueCautionUUM-150250
Fix lightmap shadowcaster culling in entities graphics (UUM-150396) First seen in 6000.7.0a6. Fixed in 6000.7.0b1.
Entities GraphicsKnown issueCautionUUM-150396
Fixed an error incorrectly appearing on ports when Graph.IsConnectionAllowed was overridden to permit connections between incompatible types. CheckNodeErrors now delegates type validation to CanAssignTo, consistent with how connection creation already behaves. (UUM-150703) Fixed in 6000.7.0b1.
Graph ToolkitKnown issueCautionUUM-150703
Fix segmentation fault on OSX and Linux while running IL2CPP (UUM-149985) Fixed in 6000.7.0b1.
IL2CPPKnown issueCautionLinuxUUM-149985
Fixed a random crash that could occur during shader variant uploads in Player builds. (UUM-150584) First seen in 6000.7.0a6. Fixed in 6000.7.0b1.
ShadersKnown issueBlockerUUM-150584
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
Crash on VisualEffectAssetUtility::SetValueSheet when rapidly making changes to VFX Graph
Known IssuesKnown issueBlockerUUM-151375
IL2CPP player crashes at startup
Known IssuesKnown issueCautionUUM-148475
Added EntityIDTile/Base which can be used with Tilemap jobs and Burst.
2DFeature
Added a *Generate Accessibility Hierarchy toggle to the UI Document and Panel Renderer Inspectors, and the matching UIDocument.generateAccessibilityHierarchy and PanelRenderer.generateAccessibilityHierarchy properties, to opt individual components out of the generated hierarchy. The toggle is visible and takes effect only while the Generate Accessibility Hierarchies for Runtime Panels setting in Project Settings > UI Toolkit* is enabled.
AccessibilityFeature
Added experimental screen reader support for runtime UI Toolkit panels on Android, iOS, macOS, and Windows. The new *Generate Accessibility Hierarchies for Runtime Panels setting in Project Settings > UI Toolkit* makes UI Toolkit automatically generate and maintain accessibility hierarchies for the participating runtime panels of the application's main window, so screen readers (Narrator, VoiceOver, TalkBack) can read and operate UI Toolkit content in player builds. In this first version, only buttons, labels, and toggles (including controls derived from them) are exposed as operable controls; other elements are announced by their text when one can be derived, but don't yet expose control-specific roles or interactions. This feature is experimental and not ready for production use.
AccessibilityFeatureAndroidiOSWindowsmacOS
Added edge-to-edge rendering support with new APIs to control inset overlapping, system bars appearance, and background transparency, enabling full control over how status bar and navigation bar interact with the game view, requires Android 11+.
AndroidFeature
Added Vector Drawable Support for Icons.
AndroidFeature
Added editing actions (cut, copy, paste, ...) to the ui Viewport context menu.
EditorFeature
Added support for multiple instances of the *UI Builder* window.
EditorFeature
Project Auditor: initial migration pages for help moving to URP and CoreCLR.
EditorFeature
Added InputSettings.locationAccuracy and InputSettings.locationDistanceThreshold project defaults for location updates.
Input SystemFeature
Added full-screen video support for the Swift trampoline.
iOSFeature
Show the popup at project open when installed packages have signature or security compliance issues that don't meet the security level selected in Project Settings, and update its message.
Package ManagerSecurity
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
Added the localization module, an improved version of the Localization package. Migration support is available. For more information, refer to the documentation.
UI
Added fixed exposure to URP. The setting can be accessed though the volume system.
URPFeature
Internal refactor of CJK locale font fallback selection.
AndroidImprovement
Removed libmain.so; libunity.so and libil2cpp.so are now loaded directly by the Java layer, fixing a duplicate JNI_OnLoad call on runtime reload.
AndroidImprovement
Rework External Tools preferences page to follow Editor Foundations UI guidelines.
AndroidImprovement
ThinLTO can now be used when Strip Engine Code is enabled.
AndroidImprovement
The Animator Window's compact mode Layers dropdown now has a search bar.
AnimationImprovement
Reduced memory consumption in Release builds. In Release builds, Profiler.GetTotalAllocatedMemoryLong() and Profiler.GetTotalReservedMemoryLong() now report the size the allocator actually reserved rather than the size that was requested, so a higher value than before does not mean that more memory is used.
Apple TVImprovement
Added new UnityAudioEffectDefinitionFlags_UseOutputChannelCount so Ambisonic decoder native audio plugins can use the full output channel count of the project rather than be fixed to the input clip channel count.
AudioImprovement
Added profiler section for Scriptable Audio Pipeline.
AudioImprovement
Clarified in the MonoBehaviour.OnValidate scripting reference when values set by OnValidate are saved and when they exist in memory only.
Linked bug report
UUM-134473: Prefab Variant does not get updated when changes are made on "OnValidate" method

How to reproduce: 1. Open the “PrefabVariantOnValidate.zip“ project 2. Open the “Prefab” and “Prefab Variant” in Notepad 3. Observe that there are no mentions of “m_serializedGuid“ in any file 4. Select the “Prefab” in the Project tab 5. Add the “Prefab Guid“ Script Component in the Inspector 6. Select the “Prefab Variant” in the Project tab and observe that there is a “Prefab Guid“ Script Com…

Retrieved 2026-11-09
DocumentationImprovementUUM-134473
Added out-of-process crash handler (UnityMacCrashHandler) for macOS Editor to support minidumps (attached exclusively to bug reports) and improve crash-reporting reliability.
EditorImprovementmacOS
Improved Android External Tools screenshot.
EditorImprovementAndroid
Improved performance of hierarchy icons.
EditorImprovementUUM-149124
Improved the performance of the TextureImporter. (various elements in the "processing" phase primarily, but texture compression will perform slightly better as well).
EditorImprovement
Increased performance by replacing reflection-based code in the Netcode package with non-reflection-based alternatives.
EditorImprovement
Added a dedicated denoising pass to Surface Cache GI, which produces much less noisy outputs at similar performance costs to the previous setup.
GIImprovement

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