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7000.0.0a16100 shown
Fixed an assertion and LoadAssetAtPath returning null when reimporting an asset after it was destroyed with DestroyImmediate(asset, true).
Asset PipelineFixUUM-159082
Fixed an issue on Windows where saving ProjectSettings.asset could fail while an asset import worker process was starting in a project without a ProjectVersion.txt file.
Asset PipelineFixWindowsUUM-149390
Fixed an issue where a "File exists" error was shown when creating a project or duplicating a folder on an exFAT drive on macOS.
Asset PipelineFixmacOSUUM-150634
Fixed an issue where AssetDatabase.ForceReserializeAssets became very slow when reserializing many assets that included Prefabs.
Asset PipelineFixUUM-125054
Fixed an issue where calling AssetDatabaseExperimental.ForceProduceArtifact with a default ArtifactKey made the Editor hang.
Asset PipelineFixUUM-151271
Fixed an issue where closing an Editor started with -readonly deleted files from the Temp folder of another Editor that had the same project open.
Asset PipelineFixUUM-158283
Fixed an issue where content could fail to commit to the data store after the Editor was force-quit during an import.
Asset PipelineFixUUM-151756
Fixed an issue where handlers subscribed to AssetDatabase.importPackageCancelled were never invoked.
Asset PipelineFixUUM-155758
Fixed an issue where the Editor committed 1 GB of memory on Windows at startup, even in an empty project.
Asset PipelineFixWindowsUUM-159605
Fixed an issue where the Editor could crash during a domain reload or on quit while asset previews were loading.
Linked bug report
UUM-141036: Crash on ProtectedScopedThreadAttach::ProtectedScopedThreadAttach when performing various Unity operations

A recurring crash issue in the Unity Editor has been observed, affecting various workflows. These crashes have been reported to happen when: Leaving the Editor idle Building the project Reproducible with versions: 6000.0.62f1-6000.0.73f1, 6000.3.0b4-6000.3.14f1, 6000.4.0b2-6000.4.4f1, 6000.5.0a6 (Sentry data) Reproducible on: Windows 11 (user) Notes: Not reproduced by CQA Sentry only collects …

Retrieved 2026-11-09
Asset PipelineFixUUM-141036
Fixed an issue where the Editor could crash when loading or force-reserializing a PlayerSettings asset saved by an old version of Unity.
Asset PipelineFixUUM-138620
Fixed an issue where the editor could hang if the Unity.DataStore process was killed.
Linked bug report
UUM-149968: Editor hangs and reports assets as corrupted when the Unity DataStore service process terminates

Steps to reproduce: Create a new 3D URP Project Wait for all background processes to finish In the Task Manager, end the Unity.DataStore.exe process Interact with the Editor for 10 seconds Actual results: Every artifact read blocks for 60 seconds waiting on the dead service and then fails with "Error loading the file 'VirtualArtifacts/Primary/<hash>'. File is either empty or corrupted, please …

Retrieved 2026-11-10
Asset PipelineFixUUM-149968
Fixed an issue where the Editor crashed on launch when the project was on an exFAT drive on macOS.
Linked bug report
UUM-156738: Silent crash when launching a project from an external drive with exFAT formatting

How to reproduce: Create and open a new project on an external drive formatted as exFAT using the “Universal 3D” template Observe the crash Reproducible with: 6000.6.0a4 (d203f4c2ae2f), 6000.6.6f1, 6000.7.0b5, 7000.0.0a8 Not reproducible with: 6000.0.85f1, 6000.3.26f1, 6000.6.0a3 Reproducible on: macOS 27.0 (M4 Max) Not reproducible on: No other environments tested Notes: a “libc++abi: termina…

Retrieved 2026-11-10
Asset PipelineFixmacOSUUM-156738
Fixed asset paths with two or three leading path separators (for example ///asset) being incorrectly rejected as invalid on Windows CoreCLR Editors. Drive-relative and volume-separated asset paths (for example C:a.prefab) are now validated identically on Mono and CoreCLR Editors.
Asset PipelineFixWindowsUUM-151543
Fixed AssetDatabase.CreateFolder returning a GUID of all zeros instead of an empty string when the folder could not be created.
Asset PipelineFixUUM-154150
Fixed assets not reimporting when enum members change in a script, on the CoreCLR editor.
Asset PipelineFixUUM-149233
Fixed Editor crash when the Unity Version Control Diff window shows a modified prefab that contains nested prefab instances.
Linked bug report
UUM-155069: Crash on PrefabModificationsForSerializedObject::CachePrefabModifications when the UVC window refreshes on a modified prefab that contains nested prefab instances

How to reproduce 1. Open the attached “IN-153262” project 2. Ensure the com.unity.collab-proxy package is installed 3. Set up a new UVC Workspace 4. In the Project window, double click on the “Crash“ Prefab 5. Delete one of the nested “Capsule” Prefabs 6. In the Unity Version Control “Pending Changes“ window, right click “Assets\Crash.prefab” 7. Click “Diff” 8. Observe the crash Reproducible w…

Retrieved 2026-11-10
Asset PipelineFixUUM-155069
Fixed edits to a .meta file being overwritten when the file was changed while its asset was importing out of process.
Asset PipelineFix
Fixed IMGUI content drawn after a call to AssetPreview.GetAssetPreview being clipped away when the previewed asset had unsaved changes.
Asset PipelineFixUUM-112558
Fixed repeated out-of-process imports and repeated version control prompts when an AssetModificationProcessor declined saving a .meta file that an importer had upgraded.
Asset PipelineFix
Fixed a bug on macOS where audio playback would slow down when the microphone was being used by the system
Linked bug report
UUM-149880: Audio playback slows down when the microphone is being used by the system

Reproduction steps: 1. Open the attached “IN-149275” Project 2. Use the microphone on the system (e.g. by starting a Slack Huddle, or by recording in OBS with the microphone enabled) 3. While the microphone is still being used, do any playback of a .wav file (eg. AudioSource in the scene or use the preview under the inspector) 4. Observe the audio being played about 3x slower or 3x faster 5. I…

Retrieved 2026-11-10
AudioFixmacOSUUM-149880
Fixed a fatal error in the Editor when an audio output device was reconnected after Unity failed to resume audio output.
Linked bug report
UUM-158166: Crash with multiple stack traces when the main thread resumes after a USB audio output device is disconnected and reconnected

How to reproduce: Use a USB audio device as the only audio output Disable all other outputs in Windows Sound settings menu Open the attached “IN-158022” project Open the “Assets/AdtmRepro/AdtmRepro.unity” scene In the Menu bar, select “Repro → ADTM -> Log Audio State” Unplug the USB audio device Enter and exit Play mode several times, until the Console logs “FMOD failed to switch back to norma…

Retrieved 2026-11-10
AudioFixUUM-158166
Fixed a performance regression in audio processing caused by profiler instrumentation running when no profiler data was being captured.
AudioFixUUM-153489
Fixed AudioClips created with AudioClip.Create losing their sample data and logging "Cannot attach thread to NULL scripting domain" errors when entering Play mode with domain and scene reload disabled.
AudioFixUUM-156073
Fixed exiting Play Mode taking several seconds on Linux when the audio output device does not block, such as an ALSA null device.
AudioFixLinuxUUM-153880
Fixed Microphone.devices reporting no devices when the Editor or Player started with a Bluetooth headset connected while using the Enhanced Audio Foundation on Linux.
AudioFixLinuxUUM-148578
Fixed the Player.log location
Bug ReporterFix
Fixed the Player.log location by using the new company name / application name arguments passed to the Bug Reporter
Bug ReporterFix
Improved the resilience pipeline when fetching the Editor version for a bug report
Bug ReporterFix
Upgrade from .NET 8.0.404 to .NET 10.0.14
Bug ReporterFix
Fixed a crash when a build callback created an asset during a content directory build.
Build PipelineFixUUM-156065
Fixed a crash when ContentBuildInterface.CalculatePlayerSerializationHashForType was called with a null Type. The method now throws an ArgumentNullException.
Build PipelineFixUUM-152613
Fixed an issue in the Build Analysis window where all columns of a table could be hidden, which left an empty list that could still be scrolled and selected.
Build PipelineFixUUM-143786
Fixed an issue where a BuildFailedException thrown during AssetPostprocessor.OnProcessScene was not automatically failing the build.
Build PipelineFixUUM-153802
Fixed an issue where Build Details showed a "Content Options" row for Player builds and a "Build Options" row for Content Directory builds that always read "None".
Build PipelineFixUUM-153612
Fixed an issue where import workers would sometimes skip reloading loaded assets at the start of a build.
Build PipelineFix
Fixed an issue where incremental AssetBundle builds would ignore version change on a AssetPostprocessor.OnProcessScene when deciding to rebuild scene AssetBundles or not.
Build PipelineFixUUM-156337
Fixed an issue where incremental AssetBundle builds would ignore version change on a IProcessSceneWithReport using a BuildCallbackVersion attribute when deciding to rebuild scene AssetBundles or not.
Build PipelineFixUUM-156336
Fixed an issue where incremental Player builds would ignore version change on a AssetPostprocessor.OnProcessScene when deciding to rebuild the player data or not.
Build PipelineFixUUM-156340
Fixed an issue where incremental Player builds would ignore version change on a IProcessSceneWithReport using a BuildCallbackVersion attribute when deciding to rebuild the player data or not.
Build PipelineFixUUM-156338
Fixed an issue where incremental Player builds would ignore version change on a PostProcessSceneAttribute when deciding to rebuild the player data or not.
Build PipelineFixUUM-156339
Fixed an issue where the Build Analysis window listed a build started during another build, such as a content directory build started during a Player build, as an unrelated build instead of nesting it under the build it ran inside.
Build PipelineFixUUM-153441
Fixed an issue where the Build Steps section of the Build Analysis window showed a row from the previously selected build when the selected build had no step data.
Build PipelineFixUUM-157493
Fixed Build Analysis launching a macOS player instead of revealing its folder when Reveal in Finder was clicked in the Overview tab.
Build PipelineFixmacOSUUM-145942
Fixed Build And Run launching the player before the IPostprocessBuildWithReport and IPostprocessBuildWithContext callbacks had run.
Build PipelineFixUUM-154495
Fixed build step labels in the Build Analysis window showing internal method names instead of readable text.
Build PipelineFixUUM-150888
Fixed builds added to the build history while the Build Analysis window was closed not appearing in the build list when the window was opened.
Build PipelineFix
Fixed content directory builds reusing cached scenes after the version argument of a PostProcessScene attribute changed.
Build PipelineFixUUM-156335
Fixed content directory builds reusing cached shaders after the BuildCallbackVersion of an IPreprocessShaders or IPreprocessComputeShaders callback was increased.
Build PipelineFixUUM-155222
Fixed issue where the embedded Addressables tab in the Build Analysis window copies UI elements.
Build PipelineFixUUM-155242
Fixed sequential command line builds started with -activeBuildProfile compiling scripts for the previously active platform.
Build PipelineFixUUM-150775
Fixed the Build Analysis inspector reopening on asset selection after being closed.
Linked bug report
UUM-154999: Inspector panel reopens when an Asset is selected after it was closed with the "Toggle Inspector" button in the Build Analysis window

Reproduction steps: 1. Create a new project 2. Build the project (File > Build Profiles > Build) 3. Window > Analysis > Build Analysis 4. Select the build in the left panel 5. Open the "Assets" tab 6. Select any Asset in the Asset Table 7. Close the Inspector panel with the "Toggle Inspector" button in the top-right corner 8. Select a different Asset in the Asset Table Actual result: The Inspe…

Retrieved 2026-11-11
Build PipelineFixUUM-154999
Fixed the Build Analysis window's Asset Table showing no message when a search matched no assets.
Build PipelineFixUUM-155320
Fixed the build count in the Build Analysis window footer not following the search filter. The footer now shows the number of matching builds while searching, and shows the build limit count only from 70% of the limit.
Linked bug report
UUM-150885: Build Analysis: Build count in the bottom left of the Build Analysis window does not update while searching

Steps to reproduce: Open a project on 6000.7.0a5 that has at least two completed build reports Open Window > Analysis > Build Analysis Note the build count in the bottom left of the build list - "2 of 50 builds" Type a term with no matches into the search field at the top of the build list, for example "test" Observe the build list and the count in the bottom left Actual results: The list show…

Retrieved 2026-11-11
Build PipelineFixUUM-150885
Fixed the Build Details section of the Build Analysis window not showing a build's related builds.
Build PipelineFixUUM-155781
Fixed the warning and error counts being cut off in the Build Analysis window's Build Steps list when a step had 100 or more messages.
Build PipelineFixUUM-153057
bee_backend's stale output removal should not recheck the same file indefinitely
Build SystemFixUUM-158568
Don't hang the Editor when a previous bee_backend is still 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
Build SystemFixUUM-142773
Strip the AMD FidelityFX DLL from player builds when AMDUnityPlugin is not enabled.
Build SystemFixUUM-156516
Fixed "Compilation was requested for method" Burst warnings appearing in the Console when a script has a compile error.
BurstFixUUM-156119
Fixed a cross-thread memory deallocation error that could occur when resolving content IDs through the Accelerator.
Cache ServerFixServerUUM-145808
Fixed connecting to a Unity Accelerator when no port is specified in the cache server IP address: the default port now follows the TLS/SSL setting (10443 with TLS enabled, 10080 without).
Cache ServerFixServer
Fixed editor hangs when using TLS connections to a Unity Accelerator. One due to always failing certificate verification, which previously made the -cacheServerIgnoreTLSVerification command line argument mandatory for TLS and the other from closing the connection without a TLS close handshake. (EAD-2537)
Cache ServerFixServer
OrbitalFollow cameras using the InheritPosition blend hint with position damping now inherit the outgoing camera's direction correctly, and jerk less on the blend back.
CinemachineFixUUM-149754
Fixed Leak Detection reporting false leaks on the first Domain Reload after switching from EnabledWithStackTrace to Enabled.
Linked bug report
UUM-108870: LeakDetection will report false leaks on the first Domain Reload after switching from EnabledWithStackTrace to Enabled

Reproduction steps: 1. Open the attached project "ReproProj" 2. Set Leak Detection Level to “Enable with StackTrace” (Edit > Preferences > Jobs > Leak Detection Level > Enable With Stack Trace) 3. Click Tools > Reload Domain 4. Set Leak Detection Level to “Enabled” (Edit > Preferences > Jobs > Leak Detection Level > Enabled) 5. Repeat step 3 6. Observe the Console Expected result: No leak dete…

Retrieved 2026-11-09
CoreFixUUM-108870
Fixed a security vulnerability (CVE-2026-111497) in the Brotli decoder used by System.IO.Compression.BrotliStream and BrotliDecoder, where decoding untrusted data could allow remote code execution.
CoreCLRSecurity
Fixed batch mode Editor invocations appearing to hang for up to 10 minutes when their output is captured by a parent process.
CoreCLRFixUUM-148363
Fixed CoreCLR native debug symbol files being included in the Mac and Linux Editor installers and in Linux Player builds, reducing installer and build size.
CoreCLRLinuxUUM-151753
Fixed CoreCLR player builds including runtime files that are never loaded, such as standalone garbage collectors, ETW message resources, import libraries, and a duplicate debugger access library.
CoreCLRFixUUM-147611
Fixed incorrect code generation when the JIT removed a BITCAST over a narrow (byte or ushort) load, which could leave garbage in the upper bits instead of correctly zero- or sign-extending the value (upstream dotnet/runtime #133597).
CoreCLRFixUUM-153231
Fixed Localization and Smart Strings links in the documentation
DocumentationFixUUM-152984
Added validation to CopyTexture fix GPU crashes that happened mismatched fallback formats while baking lightmaps for entities graphics on Windows targeting Android.
DX12FixAndroidWindowsUUM-150236
Fix regex patterns in .buginfo, which fell through to the wrong team.
DX12FixUUM-153607
Fixed a crash on DirectX 12 when a large texture, such as a big dynamic font atlas, was updated many times in a single frame.
Linked bug report
UUM-140070: Crash on CheckDeviceStatus when opening a UI Panel in Play mode on a specific project

How to reproduce: 1. Open the attached “IN-139859” project 2. Open the “0“ scene 3. Enter Play mode 4. Move the character towards the shark 5. When the shark is highlighted red, left click 6. Wait for ~1 minute 7. Observe the crash Reproducible with: 6000.0.28f1, 6000.0.73f1, 6000.3.14f1, 6000.4.4f1 Not reproducible with: 6000.5.0a6, 6000.5.0b5 Couldn’t test with: 6000.0.27f1 (could not move w…

Retrieved 2026-11-11
DX12FixUUM-140070
Fixed a crash when a native rendering plugin event configured with kUnityD3D12EventConfigFlag_FlushCommandBuffers was issued inside a render pass.
DX12FixUUM-156929
Fixed a Direct3D12 validation error caused by the Virtual Texturing GPU cache being written from the copy queue while still in a shader-read state.
DX12FixUUM-154995
Fixed a DirectX 12 validation error caused by incorrect resource-state tracking on async command lists.
DX12FixUUM-144862
Fixed a graphics validation error (category 9, id 538) at BeginRenderPass for render pass input attachments when using split-threaded native graphics jobs.
DX12FixUUM-144553
Fixed a race on DX12 where a native rendering plugin could write to a texture or buffer before its initial data upload had completed.
DX12FixUUM-137043
Fixed a race on DX12 where graphics work could change the state of a resource that async compute work was still using.
DX12FixUUM-137043
Fixed a random crash on Windows when using the Direct3D12 graphics API, caused by a use-after-free when releasing GPU buffers.
Linked bug report
UUM-150682: Crash on GfxVersionList::Impl::ReleaseFromGfxVersionList when performing various Unity operations

A recurring crash issue in the Unity Editor has been observed, affecting various workflows. These crashes have been reported to happen when: Entering Play Mode Moving GameObjects Interacting with Unity Editor Windows Reproducible with versions: 6000.0.62f1 - 6000.0.78f1, 6000.3.0b10 - 6000.3.22f1, 6000.5.0a7 - 6000.5.9f1, 6000.6.0a6, 6000.7.0a2 - 6000.7.0a4 (Sentry data) Reproducible on: Windo…

Retrieved 2026-11-10
DX12FixWindowsUUM-150682
Fixed an issue where resources used only by async compute could be evicted from GPU memory while still in use with DirectX 12.
DX12FixUUM-156116
Fixed an issue where the Editor leaked descriptor memory on every window repaint when using DirectX 12, which could crash long Editor sessions.
DX12FixUUM-159625
Fixed ArgumentOutOfRangeException errors and a malformed filter list in the Inspector when a D3D12 Device Filter asset open in multiple Inspector windows was edited in one of them.
DX12FixWindowsUUM-153941
Fixed async compute command allocators on DX12 sometimes being reused while their GPU work was still executing.
DX12FixUUM-137043
Fixed D3D12 async compute command buffers on the same queue reading a resource in the wrong state when a later command buffer in the same frame transitions it.
DX12FixUUM-156477
Fixed D3D12 validation errors when the back buffer was recreated mid-frame with split graphics jobs in fullscreen.
DX12FixUUM-156806
Fixed errors being thrown when an empty texture is displayed in the Editor while using the Direct3D12 graphics API.
Linked bug report
UUM-144444: Errors are thrown when an empty texture is selected in Object Picker on DX12

Steps to reproduce: Create and open a new project Change the Graphics API to Direct3D12 in 'Edit -> Project Settings -> Player' Create a new Script with a line "[SerializeField] private Object obj;" in it Instantiate the Script in Hierarchy Import TextMeshPro Examples and Extras Open the Object Picker in the Script instance Select any one "Font Texture" from the list in Object Picker (it's of …

Retrieved 2026-11-11
DX12FixUUM-144444
Fixed fields in the D3D12 Device Filter Inspector overflowing their section when the Inspector window was resized.
DX12FixUUM-134380
Fixed foldouts on a D3D12 Device Filter List asset collapsing when the asset was deselected and reselected in the Project window.
DX12FixUUM-141433
Fixed graphics API validation errors (invalid resource state 9:538 and resource barrier state mismatch 8:527) on depth-stencil attachments when native graphics jobs use split threading.
DX12FixUUM-154103
Fixed incorrect rendering after a native rendering plugin event that changes descriptor heaps, because Unity did not rebind its own descriptor heaps when the event was configured with kUnityD3D12EventConfigFlag_ModifiesCommandBuffersState.
DX12FixUUM-156929
Fixed IUnityGraphicsD3D12::GetNextFrameFenceValue() returning a fence value that could complete before the commands a native plugin recorded into Unity's current command list when graphics jobs are enabled.
DX12FixUUM-156768
Fixed missing depth testing in render pass subpasses that bind depth as read-only and read it as an input attachment when graphics jobs are enabled on DX12.
DX12FixUUM-137043
Fixed Player Settings showing unusable D3D12 device filtering settings for platforms that don't support Direct3D12.
DX12FixUUM-149251
Fixed RenderTargetFlags.ReadOnlyDepth and RenderTargetFlags.ReadOnlyStencil being ignored on DX12 when not using native render passes, which caused incorrect resource states when sampling the bound depth texture.
DX12FixUUM-137043
Fixed terrain ShaderGraph splatmap layers beyond the 4th failing to render on DX12 in the Deferred and Deferred+ rendering paths when Rendering Layers or Decal Layers were enabled.
DX12FixUUM-151879
Fixed the -force-d3d12-debug command line argument reporting a missing Windows "Graphics Tools" optional feature when the D3D12 debug layer library was absent from the build instead.
DX12FixWindowsUUM-137188
Handle out of memory on very large texture creations.
Linked bug report
UUM-157106: Crash on RenderSurfaceD3D12::CreateTextureD3D12Internal when creating a larger Render Texture than the maxGraphicsBufferSize

How to reproduce: Open the attached “IN-155866” project Run the test (Repro > “HugeRT - new RenderTexture(16384, 16384, 0, ARGBFloat).Create(), 4 GiB (CRASHES the Editor)”) Observe the crash Reproducible with: 6000.6.0a4 (d203f4c2ae2f), 6000.6.6f1, 6000.7.0b4, 7000.0.0a8 Not reproducible with: 6000.0.85f1, 6000.3.25f1, 6000.6.0a3 Reproducible on: Windows 11 Not reproducible on: No other enviro…

Retrieved 2026-11-10
DX12FixUUM-157106
The Editor no longer crashes with an out-of-memory failure or a GPU device reset when a single repaint renders a scene with extreme per-frame draw volume. Direct3D 12 now submits GPU work mid-frame once more than 1 GiB of upload scratch memory has accumulated; the threshold can be changed, or set to 0 to disable it, with the d3d12-scratch-flush-threshold boot config parameter. The first time a mid-frame flush runs, the Editor or Player log names that parameter.
DX12FixUUM-93272

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