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7000.0.0a16100 shown
Session.GraphView is now always resolved on access instead of fetching a cached copy. This fixes bugs related to accessing an outdated graph view through the session.
Graph ToolkitFixUUM-151202
(Graphics) RenderBuffer.GetNativeRenderBufferPtr no longer returns null when called immediately after RenderTexture.Create with graphics jobs enabled.
GraphicsFix
Add a workaround for compiling surface-cache HWRT shaders on MTL.
GraphicsFix
Added Soft Particle Support for on-tile depth.
GraphicsFix
Added the boot.config setting vulkan-pso-max-size-mb to control the size limit of the persistent pipeline state cache (0 = unlimited; default remains 50 MB on Android and unlimited on other platforms). Now when the driver's pipeline cache exceeds the limit, the log now reports the cache size, the limit and the setting to change, instead of only "Failed to get pipeline cache data".
GraphicsFixAndroidUUM-159420
Added warning when the specified Keyword Declaration Override does not match any Keyword Declaration in the project.
GraphicsFixUUM-151445
Ensure correct backbuffer dimensions when using multiple displays.
GraphicsFixUUM-134688
Ensured that GPU skinning intermediate buffers are in GPU memory to improve performance on discrete GPUs.
GraphicsFixUUM-132599
Fix crash when importing Texture2DArrays with small dimensions and many elements
Linked bug report
UUM-153670: Crash on CachedWriter::Write when importing a tiny non-power-of-two Texture2DArray from a package

How to reproduce: 1. Create a new project (any pipeline) 2. Download the attached “IN-153687” package 3. Drag the “IN-153687” package into the Assets folder 4. Click “Import“ 5. Observe the crash Reproducible with: 6000.6.0a6, 6000.6.3f1, 6000.7.0b2, 7000.0.0a1 Not reproducible with: 6000.0.84f1, 6000.3.25f1, 6000.6.0a5 Reproduced on: Windows 11 Not reproduced on: No other environment tested N…

Retrieved 2026-11-10
GraphicsFixUUM-153670
Fix the right eye in XR multi-pass selecting different LODs than the left eye when using camera stacking
GraphicsFixXRUUM-157818
Fixed a CPU performance regression when submitting draw calls in Scriptable Render Pipelines.
GraphicsFixUUM-153988
Fixed a crash in Mesh.GetIndices after Mesh.SetLod, Mesh.SetLods, or MeshData.SetLod accepted a MeshLodRange whose indexStart plus indexCount exceeded the 32-bit range.
GraphicsFixUUM-158653
Fixed a crash on quit in players that use split graphics jobs with DirectX 12 on Universal Windows Platform.
GraphicsFixWindowsUUM-152563
Fixed a crash on Vulkan when pre-warming pipeline state objects with GraphicsStateCollection.WarmUpProgressively.
GraphicsFixUUM-154071
Fixed a crash when a build started while occlusion culling was baking in the background.
GraphicsFixUUM-114053
Fixed a crash when calling Graphics.CreateGraphicsFence or CommandBuffer.CreateGraphicsFence with an undefined GraphicsFenceType value.
GraphicsFixUUM-151166
Fixed a GPU hang with DirectX 12 ray tracing under high GPU memory pressure, for example when baking Adaptive Probe Volumes in a scene with a large Terrain.
GraphicsFixUUM-130872
Fixed a Z-Fighting issue happening on arm-based macs with depth priming enabled. Re-enabling depth priming for WebGPU builds.
GraphicsFixUUM-158250
Fixed an assert "Metal: memoryless texture requires 2D texture." that the Editor logged on Metal when it rendered single-pass XR to memoryless texture arrays.
GraphicsFixXRUUM-154442
Fixed an Editor crash on DirectX 12 when the Frame Debugger inspected a draw that binds a GraphicsBuffer-backed constant buffer inside a native render pass.
GraphicsFixUUM-150243
Fixed an InvalidOperationException when a script disposed the destination NativeArray of an in-flight AsyncGPUReadback request on exiting Play Mode.
Linked bug report
UUM-143136: InvalidOperationException error thrown when deallocating a NativeArray on exiting Play mode after using AsyncGPUReadback.RequestIntoNativeArrayAsync

How to reproduce: 1. Open the attached "AsyncGPUReadbackUndisposable.zip" project 2. Open the "SampleScene" 3. Enter the Play mode 4. Exit Play mode 5. Observe the Console Actual result: "InvalidOperationException: The Unity.Collections.NativeArray1[System.Single] has been set to undisposable and cannot be deallocated." error is thrown in the Console Expected result: No errors are thrown in th…

Retrieved 2026-11-09
GraphicsFixUUM-143136
Fixed an issue where a Line Renderer or Trail Renderer using a 2D sprite material became invisible after turning off Preview in the Animation window or after calling Renderer.SetPropertyBlock.
Linked bug report
UUM-156620: LineRenderer becomes invisible after turning off Preview in the Animation window

Reproduction steps: 1. Create a new Universal 2D template project 2. Create a Material (Assets > Create > Material) and assign any texture to the "Diffuse" slot 3. Create an empty GameObject and add a Line Renderer Component to it 4. Assign the Material to the Line Renderer Component and set its Positions so the line is visible in the Game view (e.g. Index 0: (-4, 0, 0), Index 1: (4, 0, 0)) 5.…

Retrieved 2026-11-11
GraphicsFixUUM-156620
Fixed an issue where URP and HDRP did not upgrade materials when you imported a project with -batchmode -quit.
GraphicsFixUUM-153768
Fixed an out-of-bounds memory read when updating graphics buffers on Metal.
GraphicsFixUUM-153132
Fixed an out-of-bounds memory read when warming up shader variants on Metal.
GraphicsFixUUM-153134
Fixed AsyncGPUReadback.RequestIntoNativeArray logging read/write access and undisposable errors for a NativeArray that was used by a completed job.
Linked bug report
UUM-102552: “AsyncGPUReadback - NativeArray does not have read/write access” error is thrown when using the AsyncGPUReadback:RequestIntoNativeArray after scheduling a job

Reproduction steps: 1. Open the attached “BugRepro” project 2. Open the “Assets/Scenes/SampleScene.unity“ Scene 3. Enter the Play Mode 4. Select the “Job Tester” GameObject in the Hierarchy window 5. In the Inspector window, right-click click on Simple Array Job Tester(Script) and choose "Test Job" 6. Select the “Array Updater” GameObject in the Hierarchy window 7. In the Inspector window, rig…

Retrieved 2026-11-09
GraphicsFixUUM-102552
Fixed batch mode builds overwriting custom render queue settings in materials.
GraphicsFixUUM-147947
Fixed crash in RenderTarget::SetActive when Asset import is triggered, and the camera's target buffers were set using Camera.SetTargetBuffers.
Linked bug report
UUM-148003: Crash on RenderTarget::SetActive when triggering an asset import in Play mode with a camera rendering to multiple render targets

How to reproduce: 1. Open the attached “IN-148522” project 2. Open the “CardTest” scene 3. Enter Play mode 4. Navigate to “Assets” > “V7” > “Materials” 5. Click the “EmissiveBlack” material 6. Press ctrl+D 7. Observe the crash Reproducible with: 6000.0.10f1, 6000.0.80f1, 6000.3.21f1, 6000.5.6f1, 6000.6.0b6, 6000.7.0a3 Reproduced on: Windows 11 Not reproduced on: No other environment tested Fir…

Retrieved 2026-11-11
GraphicsFixUUM-148003
Fixed GLES render pass failure with unsupported MSAA auto-resolve to backbuffer.
GraphicsFixUUM-152645
Fixed Graphics State Collection assets not reimporting when a shader they reference changes.
GraphicsFix
Fixed memory corruption when BC-compressed textures are decompressed on the CPU, such as when the GPU does not support the format, and a mip level is smaller than 4x4 or not a multiple of 4 in size.
GraphicsFixUUM-154799
Fixed misaligned warning icon in shader Inspector.
GraphicsFixUUM-154699
Fixed missing objects and shadows in Quad Views with camera stacking
GraphicsFixUUM-150107
Fixed reflection probes intermittently missing in URP on some Vulkan Android devices.
GraphicsFixAndroidUUM-155930
Fixed slow render graph compilation in the Editor and in players with script checks enabled. Pass names longer than 61 bytes are no longer truncated in the Render Graph Viewer.
GraphicsFixUUM-154008
Fixed SSAO rendering incorrectly in the right eye when using single-pass multiview XR (Vulkan / OpenGL ES)
GraphicsFixXRUUM-142984
Fixed SystemInfo.supportsConservativeRaster returning false and conservative rasterization being unavailable on Vulkan on GPUs that report a maxExtraPrimitiveOverestimationSize of 0, such as AMD GPUs.
GraphicsFixUUM-143199
Fixed the core render pipeline FoveatedRemapDensity() shader function to correclty return density rather than treating the return value as a UV. Fixed per platform fallbacks for RemapFoveatedRenderingDensity() when it is disabled or not supported to return 1,1 which is the standard density.
GraphicsFixUUM-150255
Fixed the Editor freezing during an asset import on Linux when running on OpenGL.
GraphicsFixLinux
Fixed untyped texture in ProbeVolume shader.
GraphicsFix
Fixed URP reflection probes rendering black on some Vulkan Android devices.
GraphicsFixAndroidUUM-154967
Fixed use-after-free of Vulkan scratch memory.
GraphicsFixUUM-151539
Fixed Windows player crash when using Vulkan graphcis API on projects that repeatedly change display settings.
GraphicsFixWindowsUUM-154406
Runtime crash due to a malformed BatchDrawRange has been fixed.
GraphicsFixUUM-151686
Shader Build Settings Build Profile Override now uses Project Settings as a base.
GraphicsFixUUM-156533
Shader Build Settings UI now shows error for invalid Shader Constant Defines.
GraphicsFixUUM-153573
Texture2D.ReadPixels and ScreenCapture could return stale data on AMD GPUs with Vulkan when graphics jobs were enabled and the GPU was busy.
GraphicsFixUUM-149529
Unexpected failures in Vulkan swapchain are now correctly logged.
Linked bug report
UUM-153744: Crash on SIGSEGV in vk::OnscreenSwapChain::AcquireNextImage when vkAcquireNextImageKHR returns VK_TIMEOUT

Steps to reproduce: 1. Open the attached “IN-154347_ReproCrashVulkan.zip” project 2. From the menu bar, open File > Build Settings 3. Select Android as the Build Profile 4. Tick the Development Build checkbox 5. Build the Player 6. Open a terminal, navigate to the build output folder, and run: sh bench.sh -k <name>.apk -c 7. Open results/RESULT.txt and confirm it contains DFVKTIMEOUT lines 8. …

Retrieved 2026-11-11
GraphicsFixUUM-153744
URP Decals shader could rarely produce NaN values on Android platforms when sampling non-normal-map textures set as the Normal Map, especially visible as white flashes when in conjunction with other amplifying effects like Bloom.
Linked bug report
UUM-153167: XR Graphics: Quad view with decals and bloom effect causes white flashing

There are white flashes if using quad view + decals + bloom. Tested on Meta Quest 3. Repro: create a scene using decals and bloom or use attached project which is set up for this already configure project for Meta Quest make sure quad view is selected in the foveation feature settings build and run actual results: white flashes around the decals expected: no flashes

Retrieved 2026-11-10
GraphicsFixAndroidUUM-153167
Vulkan: Fixed a random crash caused by an invalid shader module when shaders were unloaded and reloaded with graphics jobs enabled.
GraphicsUUM-136086
When On-Tile Only mode, Deferred rendering, and MSAA are enabled, platforms that support MSAA back buffer now actually fallback to Forward(+) at runtime, as described by the Editor Inspector warning.
GraphicsFixUUM-155206
SystemInfo.supportsParallelPSOCreation now correctly returns true on Android devices with a single core enabling parallel PSO creation.
GraphicsFixAndroidUUM-153032
Fixed an issue where the Create from Template window selected a different template when a search was cleared.
GraphViewFixUUM-157464
Fix shadergraph compilation failure on uv4 input semantic differences.
HDRPFixUUM-153267
Fixed "Default" being added to some Enum Material properties
Linked bug report
UUM-134256: Changing “Mesh Decal Bias Type” to “Depth Bias” on Decal Simple material stays set to “Default” in Inspector window

Steps to reproduce: 1. Create new Unity project using High Definition 3D Template 2. Open Shader Graph Templates window (Project window > Create > Shader Graph > From Template) 3. Select “Decal Simple” Template and press “Create” 4. When created, press on “Decal Simple” Shader in Project window and convert it to the Material 5. Select newly created Decal Material in Project window 6. In Inspec…

Retrieved 2026-11-11
HDRPFixUUM-134256
Fixed a black Game view and Render Graph errors when using the ScreenSpaceAmbientOcclusion Fullscreen Debug Mode with MSAA.
HDRPFixUUM-157335
Fixed a dark outline appearing around geometry against the sky when MSAA and a cloud layer are enabled.
Linked bug report
UUM-150911: A dark outline appears on mesh borders with sky background when MSAA is enabled

How to reproduce: 1. Open the attached "IN-151203_63hd.zip" project 2. Open the "SampleScene" 3. In the Project Settings, enable any MSAA mode (Edit -> Project Settings -> Graphics -> HDRP -> Multisample Anti-Aliasing Quality) 4. In Game view, observe the border between the background sky and the visible cube Actual result: A dark outline appears on the border between the mesh and the backgrou…

Retrieved 2026-11-10
HDRPFixUUM-150911
Fixed an issue where FSR2 upscaler resources leaked GPU memory each time HDRP rebuilt the render pipeline, for example after a quality level change.
HDRPFixUUM-154186
Fixed an issue where HDRP did not release the contexts and textures of upscaler framework upscalers when the render pipeline was rebuilt.
HDRPFixUUM-156238
Fixed an issue where two Diffusion Profiles could silently share the same hash. The second profile now gets a unique hash and a warning is logged.
HDRPFixUUM-158938
Fixed CoreCLR lifecycle management on various systems
HDRPFixUUM-147914
Fixed HDRP structures being stripped from builds when Managed Stripping Level is High
HDRPFixUUM-128748
Fixed LOD crossfade dithering in Shader Graph materials, which could show a fully alpha-clipped LOD during the transition.
HDRPFixUUM-154532
Fixed Metal warnings about _StencilTexture when transparent Unlit materials with fog are visible in the Scene view in Unlit draw mode.
HDRPFixUUM-142978
Fixed overlapping labels in the HDRP Quality Settings panel where quality level tags overlapped with asset names.
HDRPFixUUM-151061
Fixed shader compilation errors and incorrect base map results for TerrainLit Shader Graphs.
HDRPFixUUM-153008
Fixed the Disable Mip Caching tooltip in the Rendering Debugger so that it refers to the Texture Streamer and Mipmap Streaming instead of internal class names.
HDRPFixUUM-154139
Fixed warning in ScriptableRuntimeReflectionSystemSettings when re-entering play mode
HDRPFixUUM-150539
Fixed water surfaces that disappeared for a moment in the Editor when a scene had water surfaces with different band counts.
HDRPFixUUM-141715
Added support for generic types and generic methods in UnsafeAccessorAttribute.
IL2CPPFix
Added WebGL ThreadPool::MainThreadScheduleBackgroundJob support.
IL2CPPFixWebGL
Comparing a Type against a generic type definition such as typeof(List<>) in generic code could return the wrong result or fail to convert.
IL2CPPFix
Error messages for P/Invoke libraries that fail to load on iOS, Linux and macOS no longer list impossible paths, and on iOS an absolute library path's real load failure is reported first.
IL2CPPFixiOSmacOSLinux
Fixed a C++ compile error when user code calls RuntimeHelpers.InitializeArray with a field handle that does not come directly from an ldtoken.
Linked bug report
UUM-154626: IL2CPP player build fails to compile with error C2664 when a script calls RuntimeHelpers.InitializeArray(Array, RuntimeFieldHandle)

How to reproduce: Open the attached "IN-150170" project Locate Edit > Project Settings > Player > Other Settings > Configuration Set “Scripting Backend” to "IL2CPP" Open File > Build Profiles Switch platform to Windows Press “Build” Wait for 30-200 seconds Observe the Console Actual result: Build fails during C++ compilation with "error C2664: ‘void il2cpp_codegen_runtime….' Expected result: P…

Retrieved 2026-11-11
IL2CPPFixUUM-154626
Fixed a crash when calling GetType() through a boxed Nullable<T> that has no value, in generic code built with Faster (smaller) builds.
IL2CPPFixUUM-152751
Fixed a crash when passing a string parameter marked as MarshalAs(UnmanagedType.VBByRefString) to native code.
IL2CPPFix
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.
IL2CPPSecurity
Fixed Environment.WorkingSet being 0 on the WebGL target.
IL2CPPFixWebGL
Fixed FileSystemWatcher causing shutdown hang on Linux/Android in some cases
IL2CPPFixAndroidLinux
Fixed GC marking on InlineArray types.
IL2CPPFix
Fixed IL2CPP player builds failing with UnityLinker errors IL1009 and IL1040 when a plugin folder that contains player assemblies also contains an editor-only assembly with an assembly-level attribute from an assembly that is not part of the build.
IL2CPPFixUUM-158594
Fixed issue were Type.IsAssignableFrom would throw a TypeInitializationException when called on a class whose static constructor had thrown.
Linked bug report
UUM-156129: TypeInitializationException is thrown by Type.IsAssignableFrom when the checked type's static constructor has previously thrown

Steps to reproduce: 1. Open the attached user's project "3582628.zip" 2. Switch the build target to Windows 3. In Player Settings -> Other Settings, set Scripting Backend to IL2CPP 4. Add "Assets/Repro.unity" to the Scenes in Build list 5. Build and run the Player 6. Open the Player.log Actual result: "typeof(object).IsAssignableFrom" and "typeof(IDisposable).IsAssignableFrom" throw TypeInitia…

Retrieved 2026-11-11
IL2CPPFixUUM-156129
Fixed issue where memory from a thread object could be kept alive by the GC past its exit
Linked bug report
UUM-149541: Memory from the last exited managed thread is not freed when IL2CPP is used

How to reproduce: Open the attached project “IN-150912” Ensure that IL2CPP is selected as the Scripting Backend in “Project Settings → Player → Other Settings” Build and run the project Press ‘Space’ in the Player Observe the payload status text at the top of the Player Actual result: Payload 3 shows “alive = True” Expected result: Payload 3 shows “alive = False” Reproducible with: 6000.0.0f1,…

Retrieved 2026-11-10
IL2CPPFixUUM-149541
Fixed issue where RuntimeTypeHandle equality checks may fail.
IL2CPPFix
Fixed marshaling System.Object as VARIANT when it is being returned from P/Invoke method with IsPreserveSig=false.
IL2CPPFix
Fixed missing GC write barrier in Thread.VolatileWrite(ref object, object).
IL2CPPFixUUM-155582
Fixed missing incremental GC write barriers on static and ThreadStatic fields on ref struct types.
Linked bug report
UUM-153622: IL2CPP: no write barrier is emitted when a reference is stored into a static or [ThreadStatic] field declared on a ref struct, so the object is freed under incremental GC while the field still points at it

Steps to reproduce: 1. Download and extract the attached user's project "il2cpp_ts_repro.zip" 2. Build the Windows x64 player by running "Unity.exe -batchmode -nographics -quit -projectPath <project> -executeMethod BuildRepro.Build -logFile build.log" 3. Open "Repro\il2cpp_ts_repro.sln" Visual Studio solution, Build it and wait for the Player to exit (about 10 seconds) 4. Observe the exit code…

Retrieved 2026-11-10
IL2CPPFixUUM-153622
Fixed P/Invoke on Linux Players prepending the Player folder to an absolute DllImport library path, which hid the real path and load error in the resulting exception.
Linked bug report
UUM-155034: "DllImport" resolves an absolute library path inside the Player folder when running a Linux Player

Reproduction steps: 1. Open the attached "IN-155585" project 2. In the menu bar, navigate to File > Build Profiles and make sure "Linux" is the active platform 3. Click "Build" and save the Player as "AbsolutePathPInvoke" in the project's "Build" folder 4. Open a console in the "Build" folder and run "./AbsolutePathPInvoke.x86_64 -batchmode -nographics -logFile - | grep "absolute path"" 5. Obs…

Retrieved 2026-11-11
IL2CPPFixLinuxUUM-155034
Fixed rare C++ error that could cause compiler errors converting types at call sites
IL2CPPFixUUM-154470
Fixed truncated and/or incorrect locale information for the WebGL target
IL2CPPFixWebGL
Moved platform RuntimeProfile's into per platform assemblies
IL2CPPFixUUM-148613
Raise ArrayTypeMismatchException if invalid generic delegate is stored in covariant array.
IL2CPPFixUUM-155605
Re-enabled two tests on WebGL; added support for expecting a TypeInitializationException to be thrown
IL2CPPFixWebGL
Fixed an edited text field displaying its uncommitted text on another element, and keystrokes reaching that element, when a list in an IMGUI inspector is partially scrolled.
IMGUIFixUUM-150677
Fixed an edited text field displaying its uncommitted text on another visible element when scrolling a list in an IMGUI inspector.
IMGUIFixUUM-150677
Fixed icons and text being clipped inside IMGUI controls at fractional display scales such as 150%.
IMGUIFixUUM-135622
Fixed IMGUI input and hover on a secondary window registering on the main display on QNX and Embedded Linux.
IMGUIFixLinuxUUM-151157
Fixed IMGUI text drawing a few pixels past the borders of enclosing scroll views and containers when the text overflowed its control.
Linked bug report
UUM-150041: List item text in Import Activity window's Overview tab is clipping through the list border

Steps to reproduce: Open the attached project Open the Import Activity window (Window -> Analysis -> Import Activity) Dock the window next to the Game view In the Import Activity window's Overview section, scroll through the Most Dependencies and Longest Import Duration lists Observe the Item text at the bottom of the list Actual results: Item text is clipping through the List's border Expecte…

Retrieved 2026-11-10
IMGUIFixUUM-150041
Fixed IMGUI text fields, such as Transform values in the Inspector, sometimes showing another value's text (for example 0 and 1 swapped) while a window was being resized.
Linked bug report
UUM-147879: Transform property field values constantly swap between 0 and 1 when resizing the window

Steps to reproduce: 1. Create a new project 2. Add a “Cube” GameObject to the scene 3. Make sure its Scale is set to (1,1,1) 4. Make sure the Position and Rotation values are both set to (0,0,0) 4. Start resizing the Inspector from the left side, moving it back and forth 5. Observe the Transform component of the “Cube” GameObject Actual result: Position, Rotation and Scale values jump around f…

Retrieved 2026-11-11
IMGUIFixUUM-147879
Fixed long Editor tooltips, such as the backup confirmation toggle in Project Auditor, showing empty space to the right of their wrapped text.
IMGUIFixUUM-152749

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