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7000.0.0a16100 shown
Updated TMP assets to make the assets compatible with ATG and reduce the default build size.
EditorFixUUM-154834
Volume Profile Editor - Reset was invalidating the UI. Recreate the UI when needed.
EditorFixUUM-150343
When graphics jobs is enabled the Editor now draw renderers whose shader variant compiled during the frame. Asset previews and one-shot renders which were previously blank due to a missing shader should now draw as expected via the SRP Batcher fallback path
EditorFixUUM-147205
[Android] Display an error informing users of the reason a device went offline during apk installation on Unity 7.0.
EditorFixAndroidUUM-151550
[Android] Fix On Demand Rendering frame and pacing times.
EditorFixAndroidUUM-147724
GLES: Fix ScreenSpaceOverlay UI too dark with forceSRGBBlit
EmbeddedLinuxFixUUM-147345
ANR reports are now attributed to the last session of the process that stopped responding.
Engine DiagnosticsFixUUM-157717
Fixed a possible crash when a crash report was logged from a worker thread while the Engine Diagnostics configuration was being applied.
Engine DiagnosticsFixUUM-158113
Fixed an issue where Engine Diagnostics events and exception reports did not report the scene that was active when they occurred, for example after the active scene changed through SceneManager.SetActiveScene or SceneManager.MergeScenes.
Engine DiagnosticsFix
Fixed Android apps reporting an extra session at launch, which ended the first session with an invalid timestamp.
Engine DiagnosticsFixAndroidUUM-157715
Fixed managed stack frames in IL2CPP crash reports showing no file name or line number when Cloud Diagnostics crash reporting is enabled in non-development builds.
Engine DiagnosticsFixUUM-155430
Fixed a bug where a scene's GameObjects would disappear from the Hierarchy window after exiting Play mode when a SubScene referenced the same scene.
Linked bug report
UUM-148713: GameObjects no longer appear in Hierarchy V2 when reopening a Scene that was streamed as an Entity Scene during Play mode

How to reproduce: Open the attached “IN-149292_repro” project Open “TestEnvLevel2” Scene and observe the GameObjects in the Hierarchy tab Open “Launcher” Scene Enter Play mode and wait until the Game view loads completely Exit Play mode Open the “TestEnvLevel2” Scene and observe the result in the Hierarchy tab Actual result: The Scene’s GameObjects are not displayed in the Hierarchy tab, altho…

Retrieved 2026-11-10
EntitiesFixUUM-148713
Fixed an ArgumentNullException during Sub Scene import after clearing the Scene Asset of a Sub Scene.
EntitiesFix
Fixed an entity sometimes showing the name of a previously destroyed entity that reused its index, and fixed the live baking diff reporting a name change when nothing had changed.
EntitiesFixUUM-146522
Fixed an integer overflow when an Entities allocator budget is set close to 2 GB.
EntitiesFixUUM-155036
Fixed an InvalidOperationException when searching by component type in the Hierarchy window while a SubScene is loading.
Linked bug report
UUM-142749: InvalidOperationException error gets thrown when domain reloads while filtering entities components

Steps to reproduce: 1. Open the attached “IN-143441_BugReporting.zip“ project 2. Open the “Scene” scene 3. If not enabled, enable Hierarchy V2 (Unity → Settings → General) 4, In the Hierarchy search field, enter “t:LocalTransform” 5. Enter Play Mode 6. Observe the Console window Actual result: InvalidOperationException error gets thrown in the Console Expected result: No errors are thrown Repr…

Retrieved 2026-11-09
EntitiesFixUUM-142749
Fixed an issue where rebuilding an unchanged project produced different content archives, causing published remote content to be downloaded again.
Linked bug report
UUM-151571: ECS content builds produce non-deterministic RemoteContent files when consecutively building and publishing unchanged assets

How to reproduce: Open the attached “IN-149444_repro.zip” project Navigate to File -> Build Profiles -> Switch Profile → Build Select the “Builds/Test_Build” folder Navigate to Assets -> Publish -> Existing Build Select the “Builds/Test_Build” folder Rename the generated “Windows-RemoteContent” folder to “Windows-RemoteContent-Old” Navigate to File -> Build Profiles -> Build Select the “Builds…

Retrieved 2026-11-10
EntitiesFixUUM-151571
Fixed an issue where the authoring representation of an object would be shown instead of the runtime representation, when selecting the object through Entities Hierarchy.
Linked bug report
UUM-152665: Inspector window shows the authoring prefab instead of the entity's components when selecting an entity in the Entities Hierarchy window

How to reproduce: 1. Open the attached “IN-149509” project 2. In the Project window, open the "Assets/Repro/ReproScene" scene 3. In the Hierarchy window, enable “ReproSubScene” 4. Enter Play Mode 5. In the Entities Hierarchy window (Window → Entities → Hierarchy), select "ReproSpawner" 6. Observe the Inspector window Actual result: The Data Mode switch is not drawn in the Inspector window and …

Retrieved 2026-11-10
EntitiesFixUUM-152665
Fixed changing the unit of an Entities allocator budget in Memory Settings resetting the value to 1 MB.
EntitiesFixUUM-155118
Fixed EntityManager methods, component lookups and EntityCommandBuffer playback silently reading and writing an entity that belongs to another world; such an entity is now treated as not existing in this world.
EntitiesFix
Fixed GameObjects in an open SubScene disappearing from the Hierarchy window after the SubScene GameObject was disabled and enabled.
Linked bug report
UUM-154731: Sub Scene GameObjects disappear from the Hierarchy after disabling and enabling an opened Sub Scene GameObject

Reproduction steps: 1. Create a new project 2. Install the "Entities" package (Window > Package Management > Package Manager) 3. Create a Sub Scene in the Hierarchy (GameObject > New Sub Scene > Empty Scene...) 4. Right-click the newly created Sub Scene in the Hierarchy and any GameObject under it (e.g. 3D Object > Cube) 5. Save changes 6. Select the Sub Scene GameObject in the Hierarchy and m…

Retrieved 2026-11-10
EntitiesFixUUM-154731
Fixed IDebugOnAdded callbacks receiving default values instead of the actual component value, and fixed ECB.Instantiate not firing OnAdded callbacks.
Linked bug report
UUM-145910: The "ref" input argument in IDebugOnAdded and IDebugOnRemoved does not reflect the component values set in the AddComponentData call

Reproduction steps: Open the attached “IN-146662” project Enter Play mode Observe the Console window Actual Result: An “Added 0, EXPECTED 1 or 2 from AddComponentData call” message is logged Expected result: The message says that 1 or 2 were added Reproducible with: 6000.6.0b1, 6000.7.0a1 Couldn’t test with: 6000.0.77f1, 6000.3.18f1, 6000.5.0b11 (IDebugOnAdded and IDebugOnRemoved do not exist)…

Retrieved 2026-11-09
EntitiesFixUUM-145910
Fixed memory corruption in Players without safety checks when an Entities allocator budget is used up.
EntitiesFixUUM-155107
Fixed player builds with Entities keeping unused assemblies, such as System.Text.Json, which increased the build size.
EntitiesFixUUM-156976
Fixed the "archetypes", "archetype budget" and "query budget" labels in the Entities Memory Profiler module not being localized.
EntitiesUUM-155010
Fixed the Components list staying hidden for every archetype in the Entities Memory Profiler module after a World row was selected.
EntitiesUUM-154785
Fixed the Entities allocator budgets in Memory Settings not being applied in Edit Mode and during baking.
EntitiesFixUUM-155114
Fixed the Entities Memory Profiler module showing budget percentages with a space before the percent sign.
EntitiesUUM-155020
Fixed the entity differ missing changes in dynamic buffer elements after the first one when using referential equality.
EntitiesFix
Fixed the entity differ reporting a component as changed when only its padding bytes differed.
EntitiesFix
Fixed unsaved changes in a Sub Scene being lost when changing its Scene Asset and pressing Cancel in the save prompt.
EntitiesFix
Fixed unsaved changes in a Sub Scene being lost without a save prompt when a duplicate Sub Scene that references the same scene was deleted or had its Scene Asset changed.
Linked bug report
UUM-154590: Unsaved changes in a Sub Scene are lost without a save prompt when a Sub Scene GameObject referencing it is deleted

How to reproduce: 1. Create a new project 2. Install the "Entities" package (Window > Package Management > Package Manager) 3. Create two Sub Scenes, "SubScene1" and "SubScene2", and add a few GameObjects to "SubScene2" 4. Save changes 5. Rename one of the GameObjects in "SubScene2" and do not save 6. In "SubScene1", create an empty GameObject, add a "Sub Scene" Component and set its Scene Ass…

Retrieved 2026-11-10
EntitiesFixUUM-154590
Fixed EntityManager.Debug.IsSharedComponentManagerEmpty returning true while unmanaged shared component values were still in use.
EntitiesFix
Fixed GC allocations in Surface Cache GI when many entities are spawned or change materials in the same frame.
Entities GraphicsFixUUM-154447
Fixed instances in a subscene not rendering in the Player after another subscene that uses the same meshes and materials was unloaded.
Linked bug report
UUM-124966: Instances of static objects are not loaded when the static objects are disabled in the Player

Repository: unity/unity How to reproduce: 1. Open the “bug.zip“ project 2. Build and run the project 3. In the Player, toggle off the “Toggle Staging Tree Subscenes On/Off“ button (so that the terrain object is unloaded) 4. Then, toggle off the “Toggle Hierarchy Trees On/Off“ button (so that the 5 tree objects are unloaded) 5. Toggle on the “Toggle Staging Tree Subscenes On/Off“ button (so tha…

Retrieved 2026-11-11
Entities GraphicsFixUUM-124966
Fixed static entities not updating lighting when light probes change and the entity does not.
Entities GraphicsFixUUM-151337
Fixed Surface Cache GI ignoring the Global Illumination LOD of static LOD Groups in closed subscenes, which made every LOD level contribute to global illumination.
Entities GraphicsFixUUM-150718
A Terrain added to a ray-tracing acceleration structure no longer leaks a Mesh and its GPU buffers.
Added missing "Always Refresh info message" in Surface Cache Volume Override if Always Refresh is disabled.
Added RIS for Surface Cache GI punctual light contribution, and fix some issues with punctual light sample generation which result in temporally unstable contribution.
Added support for hardware dynamic resolution scaling in SSR.
Allow disabling the Minimum Smoothness threshold for SSR in URP by setting it to 0.
Avoid out-of-bounds memory access in UnifiedRayTracing which caused undefined behaviour on certain platforms.
Fix a bug where APV bake fails when scene contains a VFXRenderer.
Linked bug report
UUM-150965: APV: "InvalidCastException: Specified cast is not valid" is thrown during Generate Lighting when a static GameObject has a MeshFilter and a Visual Effect (VFXRenderer) Component

Steps to reproduce: Create a new 3D (URP) project In Edit > Project Settings > Quality > current URP asset, make sure Light Probe System is set to Adaptive Probe Volumes Create a Cube (GameObject > 3D Object > Cube), and with the Cube selected press Add Component and add a Visual Effect component With the Cube selected, enable the Static checkbox in the top right of the Inspector (Contribute G…

Retrieved 2026-11-10
Fix a bug where editing a shader used in a scene that uses surface cache GI causes error spam in the console.
Fix Clamp Reflected Color setting for SSR in URP having no effect.
Fix issue where Surface Cache brightness would erroneously flicker for patches that were switching from one cascade to another.
Fix speckles/white spots with APV
Linked bug report
UUM-133626: White flickering artifacts are present on dynamic objects when doing rotation/movement and using APV

Reproduction steps: 1. Open the attached project "ReproProj" 2. Open the “/Assets/Scenes/SampleScene.unity” Scene 3. Enter the Play Mode 4. Closely observe the Game view while the car rotates Expected result: No artifacts are present Actual result: White artifacts are flickering Reproducible with: 6000.0.66f1, 6000.3.5f1, 6000.4.0b6, 6000.5.0a5 Reproducible on: Play Mode Windows Standalone Pla…

Retrieved 2026-11-11
Fixed a bug where mixed lights appear fully occluded when using APV and having L2 spherical harmonics disabled.
Fixed a bug where reflection probes sometimes would not be re-baked when baking lighting, if only URP-specific settings were modified.
Linked bug report
UUM-133949: The Reflection Probe fails to update properly when generating lighting in the Lighting window and using a custom Renderer Feature

How to reproduce: 1. Create a new Unity URP Project 2. Import the attached “TestURPFeature“ custom Unity package 3. Navigate to Assets > TestURPFeature 4. Open the “TestURPFeature” Scene 5. Navigate to Assets > Settings > PC_Renderer 6. In the Inspector window, add the “Debug Feature” Renderer Feature 7. In the Lighting window, click on the “Generate Lighting” button 8. Navigate to Assets > Se…

Retrieved 2026-11-11
Fixed a bug where Surface Cache GI did not affect Terrains using custom shader graph shaders.
Fixed a crash in Surface Cache Global Illumination when a scene used more unique materials than the GPU supports in a texture array.
Fixed a heap-buffer-overflow read when deduplicating overlapping Light Probes from multiple loaded scenes.
Fixed Adaptive Probe Volumes baking black probes near terrain surfaces when using Vulkan on some AMD GPUs.
Fixed Adaptive Probe Volumes placing probes as if the scene had no geometry when baking with Vulkan on AMD GPUs.
Linked bug report
UUM-137732: Probe placement fails when baking Adaptive Probe Volumes on Vulkan with AMD GPU

Reproduction steps: 1. Open the attached “IN-136557” project 2. Open the “Scenes/SampleScene” Scene 3. Open the Project Settings window (Edit > Project Settings) 4. In the “Player” tab, make sure the “Graphics API for Windows” is set to “Direct3D11” 5. Open the Lighting window (Window > Rendering > Lighting) 6. Press the “Generate Lighting” button 7. Open the Rendering Debugger window (Window …

Retrieved 2026-11-11
Fixed an "Unknown reflection probe mode" error when baking reflection probes in a scene with Realtime reflection probes.
Linked bug report
UUM-141083: An "Unknown reflection probe mode: 1" error is thrown when baking Realtime Reflection Probes

Steps to reproduce: Create and open a new URP 3D project Create a Reflection Probe in the Hierarchy Change its type to "Realtime" in the Inspector Open Window -> Rendering -> Lighting Next to "Generate Lighting" press the dropdown and select "Bake Reflection Probes" Observe the Console Actual results: An "Unknown reflection probe mode: 1 UnityEditor.GenericMenu:CatchMenu (object,string[],int)"…

Retrieved 2026-11-11
Fixed an error about a missing 'GetMinMaxLuminance' kernel that was logged after every lighting bake when the Editor used Vulkan or OpenGL Core.
GIFix
Fixed an issue where baking lighting with the Unified lightmapper on macOS produced non-finite values in lightmaps for meshes with degenerate triangles.
GIFixmacOSUUM-146654
Fixed an issue where changing the Lighting Data Asset field in the Baked Lightmaps tab of the Lighting window could not be undone and did not appear in Undo History.
Fixed an issue where Generate Lighting baked a cubemap for Realtime Reflection Probes.
Fixed Editor crashes when building a GPU BVH from an empty primitive span or with a maxLeafSize of 0.
Linked bug report
UUM-154597: Crash on GpuBvh.Build when GpuBvhBuildOptions.maxLeafSize is 0 or when the primitive span is empty

Steps to reproduce: Open the attached project Select Bug > "Control - valid options and 8 primitives". The Console shows "CONTROL OK - built 96 nodes" and the Editor is fine. Select Bug > "Crash A - default-constructed GpuBvhBuildOptions". The Editor dies. Reopen the project, then select Bug > "Crash B - empty primitive span, valid options". It dies again, on a different stack. Actual result: …

Retrieved 2026-11-10
Fixed GC allocations every frame in Surface Cache GI, even when nothing in the scene changed.
Fixed GC allocations in Surface Cache GI when many objects are added, removed, or change materials in the same frame.
Fixed light baking failing when the only Global Illumination contributors in a scene had no materials assigned.
Fixed minor bug in QRNG_KRONECKER HLSL sampler (only affecting the QRNG_KRONECKER_ENHANCED_QUALITY mode).
Fixed shader compiler warnings shown in the Inspector when selecting the Adaptive Probe Volumes VoxelizeScene shader.
Fixed Surface Cache failing to start on devices with a maximum graphics buffer size below 256 MB.
Fixed Surface Cache geometry rendering incorrectly after many meshes were added to the scene.
GIFix
Fixed Surface Cache GI and the Compute ray tracing backend never hitting geometry on Adreno 650 GPUs with Vulkan.
Fixed Surface Cache global illumination from a Color environment light rendering black after restarting the Editor.
Fixed Surface Cache Global Illumination not updating in the Scene view while the Editor is idle.
Fixed Surface Cache Global Illumination permanently leaving some screen pixels without a patch.
Fixed Surface Cache reading an incorrect punctual light sample count and frame index.
Fixed the Baked Albedo and Baked Emissive Scene view draw modes showing shifted and cropped textures when using the Unity Compute lightmapper.
GIFix
Fixed the Render Graph Viewer showing a different set of passes on each capture when the Surface Cache Global Illumination renderer feature is active.
Fixed the Surface Cache GI renderer feature running an incorrect defrag shader variant on devices that report a compute subgroup size of 2 or 128.
Fixed the Unity Compute Light Baker information box in Graphics settings not hiding when the Default Light Baker setting was reverted with Reset or Undo.
Fixed UnifiedRayTracing adding all meshLOD levels in the Compute path.
Make Surface Cache check for inline ray tracing support to match its use of RayQuery (instead of checking for ray tracing shader support).
Make Surface Cache compatible with URP's "Accurate Gbuffer normals" mode.
Make Surface Cache Volume Override show a warning if the Surface Cache Renderer Feature is missing.
Prevent MissingReferenceException in Surface Cache
Prevent renderers from throwing errors when using shaders that have no meta pass in Surface Cache GI.
A visualization context will now restore itself on window reopen.
Graph ToolkitFixUUM-152695
Context menus closing will no longer block keyboard shortcuts in Graph Windows.
Graph ToolkitFixWindowsUUM-149835
Fix Copy/Paste of values in fields inside of nodes.
Graph ToolkitFixUUM-151929
Fixed a horizontal scrollbar that appeared in the inspector when a state machine transition was selected, even when the content fit the inspector width.
Graph ToolkitFixUUM-149802
Fixed a NullReferenceException thrown when setting the Title, Subtitle, Tooltip, DefaultColor or FillAmount of a Node created from script before setting its Position.
Linked bug report
UUM-150194: NullReferenceException is thrown when setting the Title of a programmatically created GraphToolkit Node before setting its Position

How to reproduce: Open the attached “GraphToolkitSetTitleError.zip” project In the Project window, double-click the "Sandbox Graph" asset In the top toolbar of the Graph window, click the "Add Custom node" button Observe the Console and Graph editor view Actual result: “NullReferenceException: Object reference not set to an instance of an object” is thrown, and the node is not created Expected…

Retrieved 2026-11-11
Graph ToolkitFixUUM-150194
Fixed an issue where characters typed with an IME, such as Korean or Japanese, were duplicated in string fields on Graph Toolkit nodes.
Graph ToolkitFixUUM-130669
Fixed an issue where converting a variable node with Set value in graph enabled to a constant left an orphaned wire connected to its input.
Graph ToolkitFixUUM-155546
Fixed an issue where loading a truncated or badly merged graph asset silently dropped nodes, variables and states, and saving the graph made the loss permanent. Such assets are now refused with an error that names the file. (UUM-154744).
Graph ToolkitFixUUM-154744
Fixed an issue where short portal names were cut off because the portal node did not keep a minimum width.
Graph ToolkitFixUUM-133912
Fixed bug where GraphLogger messages would be logged twice
Graph ToolkitFixUUM-151632
Fixed IPort.Name returning null for some variable node ports, which caused name-based IsConnectionAllowed rules to throw a NullReferenceException.
Graph ToolkitFixUUM-151603
Fixed MenuContext.ClickedObject being null when right-clicking a node, block, state or condition whose script is missing.
Graph ToolkitFixUUM-155408
Fixed the Graph Inspector's Narrow the Selection list showing internal type names such as VariableDeclarationBase instead of user-facing names such as Variable.
Linked bug report
UUM-154274: Internal class name "VariableDeclarationBase" is shown in the Graph Inspector's "Narrow the Selection" list after using "Create Variable from port"

Steps to reproduce: Open the attached "GTKRepro" project Open the "Assets/GTKRepro_VariableDeclarationBase/ReproGraph.gtkreprovdb" asset In the Graph window, right-click the "A" input port of the "ReproNode" node and select "Create Variable from port" Observe the "Narrow the Selection" list in the Graph Inspector Actual results: The list shows "1 Wire" and "1 VariableDeclarationBase" Expected …

Retrieved 2026-11-11
Graph ToolkitFixUUM-154274
Fixed the graph visualization API so that it no longer throws errors when attempting to customize graph elements that are not visible in the current graph view (such as elements nested within subgraphs).
Graph ToolkitFixUUM-156358
Fixed the Item Library showing outdated variable names and types, and warning about duplicate items, after a blackboard variable was renamed or had its type changed.
Graph ToolkitFixUUM-140026
Fixed the Move items in the menus of a state machine transition rule being disabled when the rule was not selected.
Graph ToolkitFixUUM-158172
Fixed the name of the Graph Toolkit Window in the Overlay Preferences.
Graph ToolkitFixUUM-132386

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