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6000.7.0a6100 shown
Styling of several elements of GhostAuthoringInspectionComponent no longer conflicts with light theme default editor styling. This caused some elements to be barely visible or entirely unreadable (UUM-148863).
Netcode for EntitiesFixUUM-148863
UnityWebRequest: Don't URL-encode characters '&' and '=' in PostWwwForm.
NetworkingFixUUM-149976
Collections: Fixed FixedString formatting of certain float values when CoreCLR is the scripting backend.
PackageFix
Fixed security setting not persisting after editor restart. (UUM-150249) First seen in 6000.7.0a5.
Package ManagerSecurityUUM-150249
Fixed signed packages from scoped registries incorrectly reporting an unchecked signature status. The _fingerprint package manifest property is reserved and only valid when read from the installed package folder, where it is injected at installation; it is now stripped when reading a package manifest from any other source (such as registry package metadata) so a wrong value cannot be used in place of the computed/injected one. (UUM-143390) First seen in 6000.7.0a6.
Package ManagerFixUUM-143390
Improved the error message displayed when adding an incompatible version with the current Unity Editor.
Package ManagerFixUUM-138842
Shape Asset references should now reset properly.
Linked bug report
UUM-141007: Particle System Shape Texture field does not reset when resetting the Particle System Component

Steps to reproduce: Create a new Unity project using the Universal 3D template Create a new Particle System (GameObject > Effects > Particle System) Select the newly created Particle System in the Hierarchy window Open the Shape foldout in the Inspector window Assign any texture to the Texture field in the Inspector window Click the Particle System Component's burger button Select "Reset" Obse…

Retrieved 2026-11-09
ParticlesFixUUM-141007
Documenation for Performance Testing Framework package now linked & published with the Unity manual.
Performance Test FrameworkFix
Fixed an issue where a mesh collider on a static body, would not have it's sub-aabbs recalculated when using incremental static broadphase. This lead to the collider being ignored by queries such as raycasts.
Linked bug report
UUM-138528: Physics queries miss static bodies when their PhysicsCollider blob reference is replaced at runtime with Incremental Static Broadphase enabled

Reproduction steps: 1. Open the attached project “IN-137906“ 2. Open the “SampleScene” 3. Make sure that Gizmos are enabled 4. Enter Play Mode 5. Observe the debug lines in the Scene View 6. Press “Space” on your keyboard 7. Observe the result Actual result: On step 5, the line at x = 10 is red and after step 6 it remains red Expected result: On step 5, the line at x = 10 is red and after step…

Retrieved 2026-11-09
PhysicsFixUUM-138528
Fixed an issue where replacing a PhysicsCollider's BlobAsset reference in place would not get picked up when using the incremental static broadphase feature. Thus causing queries such as raycasts to report incorrect data.
Linked bug report
UUM-138528: Physics queries miss static bodies when their PhysicsCollider blob reference is replaced at runtime with Incremental Static Broadphase enabled

Reproduction steps: 1. Open the attached project “IN-137906“ 2. Open the “SampleScene” 3. Make sure that Gizmos are enabled 4. Enter Play Mode 5. Observe the debug lines in the Scene View 6. Press “Space” on your keyboard 7. Observe the result Actual result: On step 5, the line at x = 10 is red and after step 6 it remains red Expected result: On step 5, the line at x = 10 is red and after step…

Retrieved 2026-11-09
PhysicsFixUUM-138528
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
Prevented manual edits to the SimulationSingleton value in Unity.Physics. Change the physics simulation type from the PhysicsSimulationStep component instead.
Linked bug report
UUM-148731: "InvalidOperationException" and "System.Exception" errors are spammed in the Console when changing Entity Simulation Singleton Type to "No Physics" in Inspector during Play Mode

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Open Package Manager 3. Find and install Character Controller package 4. Once installed, enter Play Mode 5. In Hierarchy window expand Default World GameObject 6. Select “Entity(21634:7)” GameObject 7. In Inspector window > Simulation Singleton > change Type from Unity Physics to No Physics 8. Observe the Console wi…

Retrieved 2026-11-10
PhysicsFixUUM-148731
Added a small left and right panel padding to the Project Settings page for PhysicsCore2D module so it doesn't touch the window border.
Physics 2D
Applying a very large wind force via PhysicsBody.ApplyWind, or a very large impulse via PhysicsWorld.Explode, could silently corrupt the entire physics world with NaN or Infinity values.
Linked bug report
UUM-150029: PhysicsCore2D silently corrupts the entire physics world with NaN when ApplyWind or Explode is given a large finite force

How to reproduce: Open the attached "IN-148934" project Open “Window” > “General” > “Test Runner” > “PlayMode” tab Locate and run “Phys2D66” > ”PlayModeTests.dll” > ”WindNaNRound2Tests” > "WindNaNRound2Tests" Observe results written to Assets/TestResults/windnan2.jsonl Actual result: a large finite force to ApplyWind (or Explode) turns every body in the world NaN - including untouched bodies f…

Retrieved 2026-11-10
Physics 2DFixUUM-150029
Fixed a crash caused by unbounded recursion when a PhysicsEvents.WorldDefinitionChange handler wrote the same world's definition. Changed the nested write to apply without raising a second change event.
Physics 2DFix
Reading PhysicsWorld.counters, or other queries, after restoring a world from a corrupted or truncated Snapshot could crash the Editor or Player.
Linked bug report
UUM-150072: Crash on "b2DynamicTree_GetHeight" when "PhysicsWorld.counters" is read on a world created from a truncated Snapshot

How to reproduce: 1. Open the attached “IN-151222.zip” project 2. In the top menu bar, go to Repro → SnapshotIntegrity → Run - C1 corrupt image 3. Observe the crash Actual result: The Editor crashes Expected result: The Editor does not crash Reproducible with: 6000.6.0b9, 6000.7.0a5 Could not test with: 6000.0.0f1, 6000.0.82f1, 6000.3.22f1, 6000.5.10f1 (the snapshot API (PhysicsWorld.Snapshot,…

Retrieved 2026-11-10
Physics 2DFixUUM-150072
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
PhysicsWorld could crash or corrupt memory when created with a very large or negative PhysicsWorldDefinition.capacity.
Linked bug report
UUM-150067: Crash on __bzero when creating a PhysicsWorld with large or negative PhysicsWorldDefinition.capacity

How to reproduce: Open the attached project “IN-151223” In the menu bar, select “Tools → Repro → Capacity Abort” Observe the Editor Actual result: A “Fatal Error!” window pops up showing an overflow in memory allocator Expected result: An error is thrown in the console and the Editor is not forced to be closed Reproducible with: 6000.5.0f1, 6000.5.10f1, 6000.6.0b9, 6000.7.0a5 Could not test wi…

Retrieved 2026-11-10
Physics 2DFixUUM-150067
Added CoreCLR capture of GC-static field values and frozen/non-GC heap chunks to the memory snapshot format. Bumped format to v20.
ProfilerFix
Fixed an issue where resetting Profiler modules would leave (duplicated) custom modules until the window was re-opened.
ProfilerFixUUM-148468
Fixed incorrect screenshot counter in Profiler.
ProfilerFixUUM-148466
Fixed case where first touch input is dropped.
Restore resize handling on SDL window resize events. (UUM-148383) First seen in 6000.7.0a5.
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 InitializeOnLoad ordering logic to be more performant.
ScriptingFixUUM-149218
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
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
(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
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 shader cache inconsistency on shared entries between DX11 and DX12 when using FXC compiler. (UUM-149919) First seen in 6000.7.0a6.
ShadersFixUUM-149919
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 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
Removed check to only consider emissives for GI if the _EMISSION keyword was added.
SRP CoreFix
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
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
Fixed use-after-free in BufferMetal::BeginWrite. (UUM-149400) First seen in 6000.7.0a5.
TestsFixUUM-149400
Re-enabled DispatchWithUniformUpdate test. (UGK-2462)
TestsFix
Added font subsetting via importer recipes and hidden Font sub-assets.
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
Removed vertex padding on whitespace quads.
Linked bug report
UUM-149248: Artifacts are rendered in the spaces between words when Outline width is applied to UI Element

Reproduction steps: 1. Create a new project 2. Create > UI Toolkit > UI Document 3. Double-click the newly created Asset to open UI Builder window 4. Drag and drop any Element that has Text property into Hierarchy (e.g. Label Element) 5. Enter two words in the Element’s Text property 6. Enable Italic Font Style and select Outline Color in the Text foldout 7. Set Outline Width to 0.9 px or high…

Retrieved 2026-11-10
TextFixUUM-149248
Fixed VFX Graph property values not being restored when previewing in Timeline.
Linked bug report
UUM-142082: Visual Effect property override remains permanently checked when Timeline preview ends

How to reproduce: Open the attached "IN-142681_VisualEffectPropertyPreview" project Open the SampleScene Select the "Simple Burst" GameObject Ensure the Size property (Visual Effect > Properties > Size) is disabled in the Inspector Open the Timeline tab (Window > Sequencing > Timeline) Select the "Timeline" GameObject in the hierarchy Go back to the "Simple Burst" GameObject Observe the checke…

Retrieved 2026-11-09
TimelineFixUUM-142082
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 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 recursive release of text components linked to themselves which led to stack overflow exceptions. Added OnValidate to base TMP_Text class to handle self-referencing of child and parent linked text components. As a result, TextMeshPro and TextMeshProUGUI components now call base OnValidate to handle and correct this same linking issue.
uGUIFixUUM-148732
Fixed NullReferenceException errors when selecting an InputField (TMP) Placeholder before importing the TMP Essential Package.
Linked bug report
UUM-143965: "NullReferenceException" errors are spammed in the Console when selecting the Placeholder child of InputField (TMP) in the Hierarchy

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Create InputField GameObject in the Hierarchy window 3. Import TMP Essentials 4. Expand Canvas > InputField (TMP) > Text Area 5. Select Placeholder GO 6. Observe the Console window Actual results: "NullReferenceException" errors are continuously spammed in the Console window when the Placeholder child object of Canv…

Retrieved 2026-11-09
uGUIFixUUM-143965
Layout Element inspector now shows mixed values when multiediting and stays in sync across Inspector windows.
Linked bug report
UUM-145408: Layout Element component does not display mixed values when multi editing objects and values are not synced between multiple Inspector windows

Steps to reproduce: Open the attached project Open the Sample Scene Select the Panel object Observe that the Layout Element component does not have any toggles enabled Select the Panel (1) object and observe the enabled toggles Multi-select both Panels and observe the toggle values Actual results: Mixed settings are not displayed. Component values are not synchronised between all Inspector win…

Retrieved 2026-11-11
uGUIFixWindowsUUM-145408
Undoing an added LayoutGroup on a ScrollView now restores its children entirely.
Linked bug report
UUM-144838: ScrollView elements are not restored to their original positions after removing a Layout Group with Undo action

Steps to reproduce: Open the attached project Open the SampleScene Add a Grid Layout Group component to the ScrollView game object Undo the Add Component action Observe the positions of ScrollView's elements Actual results: Scrollbar handles become offset Expected results: All ScrollView's elements are restored to their original positions before the Layout Group component was added Reproducibl…

Retrieved 2026-11-09
uGUIFixUUM-144838
Fixed "Invalid image specified" warnings when clearing the Cursor Image field of an in-scene UI Toolkit element.
Linked bug report
UUM-149384: "Invalid image specified" warning is thrown when leaving an empty field in Cursor in in-scene UI Toolkit

Steps to reproduce: Create and open a new project Create a UXML in UI Builder Assets/Create/UI Toolkit/Standard Elements/Button Select the Button element and scroll down to "Cursor" in the Inspector Assign any valid texture into the Cursor Image field Open the Object Picker and select 'None' to remove the reference Observe the Console Actual results: "Invalid image specified" warnings are thro…

Retrieved 2026-11-10
UI ToolkitFixUUM-149384
Fixed 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 a USS import warning thrown for every grid-column and grid-row value that uses the "/" line separator. (UUM-150528) First seen in 6000.7.0a5.
UI ToolkitFixUUM-150528
Fixed a NullReferenceException that occurred when a panel was disposed while another panel was updating. (UUM-149694) First seen in 6000.7.0a5.
UI ToolkitFixUUM-149694
Fixed an exception thrown in the authoring inspector when synchronizing live values for array or list attributes. (UUM-149560) First seen in 6000.7.0a5.
UI ToolkitFixUUM-149560
Fixed an issue where opening the Attributes Inspector window reset values inherited from ancestor AttributeOverrides.
UI ToolkitFix
Fixed an issue where setting --unity-metrics-single_line-height on the :root selector through a USS file imported by a theme didn't affect ScrollView scroll speed.
Linked bug report
UUM-129742: Setting a variable in the root selector via an imported USS file in a theme does not work

How to reproduce: Open the “ScrollingBug.zip“ project Open the “SampleScene“ Enter Play Mode Scroll in the List view in the Game view Press the “Toggle line height“ button Scroll in the List view in the Game view again and observe Actual result: List view scrolls very slowly Expected result: List view scrolls just like in step 4 Reproducible in: 6000.0.64f1, 6000.3.0a6, 6000.3.1f1, 6000.4.0b1,…

Retrieved 2026-11-09
UI ToolkitFixUUM-129742
Fixed an issue with missing-asset USS warning spam after asset deletion.
Linked bug report
UUM-148575: Deleting UI Toolkit animation clip asset causes continuous USS "Missing asset reference" warnings in Console

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. In Hierarchy create Label object (Right-click > UI Toolkit > Standard Elements > Label) 3. Open Animation window (Window > Animation > Animation) 4. Select “Label” in Hierarchy window and press “Create” in Animation window to create Animation clip for Label 5. Open Project window 6. Delete "New UI Animation Clip" As…

Retrieved 2026-11-10
UI ToolkitFixUUM-148575
Fixed content in popup and utility windows sitting flush against the window edges. (UUM-149693) First seen in 6000.7.0a5.
UI ToolkitFixWindowsUUM-149693
Fixed Create > Localization > Resource Table Collection creating a single empty asset instead of a table collection. (UUM-150381) First seen in 6000.7.0a6.
UI ToolkitFixUUM-150381
Fixed custom filter shaders receiving an incorrect UV rect when the filter declares non-zero read margins.
UI ToolkitFixUUM-149441
Fixed element animations playing in the Game View while the Editor is in Edit Mode.
Linked bug report
UUM-148584: Element Animation plays and jitters in Edit Mode when moving the mouse in the Editor

Steps to reproduce: 1. Open attached Unity project “ButtonAnimation.zip” from Google Drive link 2. Stay in Edit Mode (do not enter Play Mode) 3. Move the mouse around the Editor 4. Observe Button element in Game view Actual results: the animated Button moves in the Game View in response to mouse movement while the Editor is in Edit Mode Expected results: the animated Button should remain stati…

Retrieved 2026-11-10
UI ToolkitFixUUM-148584
Fixed nested Panel Renderers throwing exceptions and not rendering after their parent's UXML was saved.
Linked bug report
UUM-148452: "NullReferenceException" and "InvalidOperationException" errors are thrown and Game view doesn't render when entering Play mode after modifying a nested PanelRenderer following in-context UXML editing

Steps to reproduce: Open the attached project Open the "SampleScene" Fully expand the "PanelRenderer" GameObject in the Hierarchy Select the "New UXML.uxml" and click "Open In Context" Duplicate the VisualElement and Save and exit In Context editing Select the "Card" GameObject under "PanelRenderer" In the Inspector, change its "Position" property to "Absolute" or "Relative" (any change trigge…

Retrieved 2026-11-10
UI ToolkitFixUUM-148452
Fixed Panel Renderer content disappearing when its GameObject is unparented from another Panel Renderer.
Linked bug report
UUM-147941: PanelRenderer cannot be expanded when it is unparented from another

Steps to reproduce: Create and open a new project Enable Hierarchy Integration in Project Settings > UI Toolkit > UI Authoring Create and open a new UXML file in UI Builder Add a VisualElement save and close the UI Builder Add the UXML to the Hierarchy and duplicate it Parent and unparent the duplicated UXML in the Hierarchy Observe the Hierarchy Actual results: The unparented UXML cannot be e…

Retrieved 2026-11-10
UI ToolkitFixUUM-147941
Fixed performance regressions in UI Toolkit renderer.
UI ToolkitFixUUM-148769
Fixed Radio Button Group choices being cleared when saving a UXML file with blank choices.
Linked bug report
UUM-150030: Radio Button Group "Choices" size drops to 0 when saving a UXML file with empty choice elements

How to reproduce: Create an empty project and open it In the top bar of Unity Editor, select “Window” > “UI Toolkit” > “UI Builder” In the UI Builder window, drag “Radio Button Group” from the Library tab into “< unsaved file >.uxml” in the Hierarchy tab In UI Builder Hierarchy, select the “< unsaved file >.uxml” and save it (Ctrl + S) In UI Builder Hierarchy, select “RadioButtonGroup” In UI B…

Retrieved 2026-11-10
UI ToolkitFixUUM-150030
Fixed StyleSheets window search field width.
UI ToolkitFixUUM-149417
Fixed support for font size set in percentages in the ui builder and integrated authoring.
UI ToolkitFixUUM-104877
Fixed Tab key navigation getting stuck on fields that have a unit dropdown in the Inspector of UI Staging Mode.
Linked bug report
UUM-147715: Tab key navigation gets stuck on fields with a unit dropdown in the Inspector of UI Staging Mode

Reproduction steps: 1. Create a new project 2. Create any Standard Element (GameObject > UI Toolkit > Standard Elements) 3. Create UI Document 4. Select the newly created Standard Element 5. Expand any Inspector section that has fields with a unit dropdown (e.g. Position section) 6. Navigate through the section by pressing the tab key repeatedly Actual result: Selection gets stuck on the field…

Retrieved 2026-11-10
UI ToolkitFixUUM-147715
Fixed the Editor crashing during a domain reload when a text handle was finalized on the CoreCLR scripting backend. (UUM-149023) First seen in 6000.7.0a5.
UI ToolkitFixUUM-149023
Fixed 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
Fixed the IMGUI dictionary drawer scrolling short of its last rows in a window that cannot scroll.
Linked bug report
UUM-149490: IMGUI Dictionary drawer's scrollbar bottoms out before the last rows are reachable at smaller window heights when using the large dictionaries

How to reproduce: 1. Open the attached "DictTest" project 2. Go to Window -> IMGUI Dict Window Test 3. Populate it with a large number of entries (e.g. 15) 4. Size the window to a smaller/shorter height (not maximized) 5. Scroll the list all the way down using the scrollbar 6. Observe the results Expected results: Scrolling to the bottom of the scrollbar always reveals the actual last row, reg…

Retrieved 2026-11-10
UI ToolkitFixUUM-149490
Fixed the More actions and metadata buttons in the Resource Tables window being almost invisible in the dark Editor theme. (UUM-150386) First seen in 6000.7.0a6.
UI ToolkitFixUUM-150386
Fixed the MultiColumn control's argument exception when increasing the column and descriptor count.
Linked bug report
UUM-148746: "ArgumentException: Cannot insert null column" is thrown and the UXML asset becomes corrupted when setting the Columns array size value in the in-scene UI Authoring

Steps to reproduce: Create a new Unity project using the Universal 3D template Open the UI Library (Right-click in the Hierarchy > UI Toolkit > Standard Elements > UI Library) Double click the Multi Column List View to add it and save the .uxml In the Inspector, find the Columns > Columns foldout In the field next to it, change the value from "0" to "2" and click enter Observe two elements are…

Retrieved 2026-11-10
UI ToolkitFixUUM-148746
Fixed the Smart Strings page title in Project Settings rendering at regular weight instead of bold. (UUM-149342) First seen in 6000.7.0a4.
UI ToolkitFixUUM-149342
Fixed the ToggleButtonGroup value wrap when 8 or more buttons are present.
Linked bug report
UUM-149531: Toggle Button Group Element’s Value field cuts off the last visible value and the remaining values are unreachable at any Inspector width

Reproduction steps: 1. Create a new project 2. Create > UI Toolkit > UI Document 3. Double-click the newly created Asset to open UI Builder window 4. Drag and drop Toggle Button Group Element into the Hierarchy 5. Drag and drop 9 or more Button Elements into the Toggle Button Group Element 6. Select the Toggle Button Group Element and observe the Value field in the Inspector 7. Resize the Insp…

Retrieved 2026-11-09
UI ToolkitFixUUM-149531
Fixed the Transition Animations remove button staying disabled after undoing a transition reset.
UI ToolkitFixUUM-145783
Fixed the DropdownField element ignoring the index attribute set in UXML.
Linked bug report
UUM-150530: DropdownField defined in UXML does not apply the "index" attribute when entering Play Mode

How to reproduce: 1. Open the attached “IN-151689_UIToolkit_DropdownField_InitialValueRepro” project 2. Open the “TestScene" scene 3. Enter Play Mode 4. Observe the diagnostics label in the Game view Actual result: Both tests fail with both test indexes returning -1 Expected result: Both tests succeed with correct indexes being returned Reproducible with: 6000.6.0a5, 6000.6.0b10, 6000.7.0a5 No…

Retrieved 2026-11-10
UI ToolkitFixUUM-150530
Fixed UI failing to render on OpenGL ES and WebGL 2.0 devices when the UI shader exceeded the platform's vertex uniform limit.
UI ToolkitFixWebGLUUM-149277
Fixed unreadable, overlapping text on the "Choose how assets are referenced" step of the Localization project settings setup. (UUM-149992) First seen in 6000.7.0a6.
UI ToolkitFixUUM-149992
Fixed Vector and Rect fields growing wider than their container when a long value is typed into them.
UI ToolkitFixUUM-117525
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
Renaming the document row in the Hierarchy now renames the corresponding .uxml asset.
UI ToolkitFix
Undo selections and save importer changes without errors.
Undo SystemFixUUM-148141
Added a [NoAutoStaticsCleanup] attribute to some of the scripts in the 'Custom Physics Authoring' sample to avoid UAL0010 and UAL0013 warnings upon import. The behaviour of the scripts remains unchanged.
Unity PhysicsFix
Added note in the 'Advanced Game Physics Sample - Chain and Gears' sample description to state that the 'Custom Physics Authoring' sample must also be imported for this demo to compile without errors. Note that scripts previously imported in Common/Scripts as a dependency of this Chain and Gears demo have been moved into the 'Custom Physics Authoring' and renamed CommonScripts/. (UUM-149521) First seen in 6000.7.0a4.
Unity PhysicsFixUUM-149521
Fixed an issue where casting a collider away form another one could return the wrong hit.
Unity PhysicsFixUUM-138425
Regenerated some sample meta files to fix serialized versioning warnings when the 'Advanced Game Physics Sample - Chain and Gears' sample was imported.
Linked bug report
UUM-149515: "Unity Physics" package "Advanced Game Physics Sample - Chain and Gears" sample imports throw "TextureImporter object below the supported minimum version" warnings in the Console

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Open Package Manager window and install Unity Physics package 3. Open Unity Physics Samples tab and import “Advanced Game Physics Sample - Chain and Gears” Sample 4. Once imported, observe the Console window Actual results: “Serialized file "Assets/Samples/Unity Physics/6.7.0/Advanced Game Physics Sample - Chain and…

Retrieved 2026-11-10
Unity PhysicsFixUUM-149515
Fixed Custom Interpolators not flowing from the vertex to fragment stage in Decal Shader Graphs.
Fixed invalid colors in Lift, Gamma, Gain post-processing by clamping negative colors in LUTBuilder shaders.
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
Improved GPU performance for URP projects on tile-based platforms by avoiding unnecessary color loads when UberPostProcessing is the final pass.
URP Render Graph Memoryless backbuffer support on iOS Metal.
URPFixiOSUUM-99364
Added 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
Added issue where swapping a connected property from input to output could result in errors.
VFX GraphFixUUM-143993

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