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7000.0.0a16100 shown
Fixed an unused null entry being added to an object's managed reference registry when you grow an array of a struct that contains a [SerializeReference] field.
SerializationFix
Fixed Analyzer UAC1016 error flagging a Dictionary with generic types as cannot be serialized incorrectly
SerializationFixUUM-155167
Fixed ManagedReferenceMissingType records that compare equal with the typed Equals method being treated as different by boxed Equals, HashSet, and Dictionary.
SerializationFixUUM-157429
Fixed negative zero not being stored when you write it over a positive zero value through SerializedProperty.
SerializationFix
Fixed removing an item from a list applying to only one of the selected objects when editing multiple objects in the Inspector.
SerializationFixUUM-153799
Fixed the "+" button in the Inspector not adding more than one element to bool arrays and lists.
SerializationFixUUM-159259
Fixed the serialization rules analyzer reporting a false UAC1001 warning for a non-serializable type used only as a generic type argument of a field that does not serialize it, such as a UnityEngine.Object reference.
SerializationFixUUM-159263
Fixed the serialization version warning telling users to "open and re-save" a file to upgrade it, when no such action exists; it now points to AssetDatabase.ForceReserializeAssets, the API that actually performs the upgrade.
SerializationFixUUM-151536
SerializeReference fields being given the wrong reference, or none at all, when a serialized array or list of a class type contained a null element.
SerializationFixUUM-152214
Fixed long cloud project names not being truncated in the Cloud project dropdown in Services settings.
Linked bug report
UUM-150192: "Cloud project" selection dropdown in Services General Settings doesn't truncate long project names, overflowing past its own boundary

Steps to reproduce: In https://cloud.unity.com/, create an org and a project with longer titles Open Project Settings > Services > General Settings Set "Organization" to an org with a long name Click the "Cloud project" dropdown Observe the list of project names in the dropdown, particularly ones with long titles Actual results: Long project names in the dropdown list are not truncated with an…

Retrieved 2026-11-10
ServicesFixUUM-150192
Fixed a bug in which the code generated by a SubGraph node used unnecessary implicit precision casts.
ShadergraphFixUUM-152454
Fixed a MissingReferenceException in the Shader Graph importer Inspector after applying the Expose as Shader setting.
ShadergraphFixUUM-155751
Fixed a NullReferenceException that prevented a Shader Graph from importing when a Sub Graph it uses was deleted.
ShadergraphFixUUM-156938
Fixed the "implicit truncation of vector type" compiler warning in the Shader Graph Custom Lighting samples.
ShadergraphFixUUM-155156
Fixed the Gradient Editor window reopening by itself after undoing an edit to a gradient on a Shader Graph node input port.
ShadergraphFixUUM-152938
Fixed "Local keyword space index cache out of sync." errors and possible crashes when the Editor rendered asset previews after a shader reload.
ShadersFixUUM-143941
Fixed a crash due to an out-of-range value being supplied to Shader global property APIs.
ShadersFix
Fixed a crash when calling RenderingCommandBuffer.SetKeyword with null compute or ray tracing shader.
Linked bug report
UUM-158327: Crash with multiple stack traces when updating a CommandBuffer keyword on a null Compute Shader

How to reproduce: Open the attached “IN-158482” project Run the test (Repro > “CommandBuffer.EnableKeyword(null ComputeShader) - crashes Editor”) Observe the crash Reproducible with: 6000.0.0f1, 6000.0.85f1, 6000.3.27f1, 6000.6.8f1, 6000.7.0b7, 7000.0.0a12 Reproducible on: Windows 11 Not reproducible on: No other environments tested Note: Reproducible using CommandBuffer.EnableKeyword / .Disab…

Retrieved 2026-11-11
ShadersFixUUM-158327
Fixed a crash when executing a RenderingCommandBuffer with a SetKeyword on a null or destroyed material.
Linked bug report
UUM-157105: Crash on PPtr<Shader>::operator Shader * __ptr64 when updating a CommandBuffer keyword on a non-existent Material

How to reproduce: Open the attached “IN-155877” project Run the test (Repro > “CommandBuffer.EnableKeyword(null Material) - crashes Editor”) Observe the crash Reproducible with: 6000.0.0f1, 6000.0.85f1, 6000.3.26f1, 6000.6.6f1, 6000.7.0b5, 7000.0.0a8 Reproducible on: Windows 11 Not reproducible on: No other environments tested Notes: Reproducible using CommandBuffer.EnableKeyword / .DisableKey…

Retrieved 2026-11-11
ShadersFixUUM-157105
Fixed a minor performance regression in the asset database refresh due to recently added shader dependency handling.
ShadersFixUUM-154631
Fixed a player freeze when switching scenes repeatedly with a preloaded ShaderVariantCollection.
Linked bug report
UUM-156125: Player stops responding permanently when scenes are repeatedly switched with SceneManager.LoadSceneAsync

How to reproduce: Open the attached “IN-153982” project In the Unity editor’s taskbar, select “File” > “Build Profiles” In the “Build Profiles” window, select “Windows” profile Under the “Platform Settings”, expand “Windows Settings” > enable the “Development Build” Click “Build And Run” and wait for around 5 minutes Observe the result in the Player window Actual result: The Player window free…

Retrieved 2026-11-10
ShadersFixUUM-156125
Fixed a possible Editor crash when several graphics jobs requested the same warmed-up shader variant at the same time.
ShadersFix
Fixed a possible Editor crash when shader messages were read while a shader variant compiled in the background.
ShadersFixUUM-154510
Fixed a problem where the "Preload Shaders After Showing First Scene" option in Graphics settings and Build Profiles was unticked automatically after it was ticked, and "Preload Time Limit Per Frame (ms)" then displayed -1.
ShadersFixUUM-151773
Fixed a rare crash in the Editor when shader variants were compiled concurrently with native graphics jobs enabled.
ShadersFixUUM-153485
Fixed a rare crash when doing a build.
Linked bug report
UUM-148715: Crash on ShaderCompilation::TransientData::StripPasses when compiling the Player with a specific shader

How to reproduce: Open the attached “IN-148935” project Navigate to File > Build and Run Observe the crash Reproducible with: 6000.3.0a1, 6000.3.21f1, 6000.5.6f1, 6000.6.0b6, 6000.7.0a4 Not reproducible with: 6000.2.0b2 (d4c40f50eb81), 6000.0.80f1 Reproducible on: Windows 11 Not reproducible with: No other environments tested First few lines of the stack trace: 0x00007FF950327C45 (Unity) Shade…

Retrieved 2026-11-11
ShadersFixUUM-148715
Fixed an editor crash when a ShaderLab ColorMask, Blend, or BlendOp command used a render target index outside the range 0 to 7 (inclusive). These commands now report a shader error instead.
ShadersFixUUM-155318
Fixed an Editor crash when importing a shader file that ends with a #line directive.
ShadersFixUUM-159786
Fixed crash in Editor when an uncompiled or broken shader is being rendered on a Canvas.
Linked bug report
UUM-153265: Crash on ShaderLab::Pass::ApplyPass when rendering a Canvas with a broken or uncompiled shader

How to reproduce: 1. Open the attached “IN-154123” project 2. Open the “MainMenu” scene (Assets > Scenes > MainMenu) 3. Observe the crash Reproducible with: 6000.0.0f1, 6000.0.84f1, 6000.3.25f1, 6000.6.2f1, 6000.7.0b2, 7000.0.0a1 Reproduced on: Windows 11 Not reproduced on: No other environment tested Note: The issue also occurs upon opening the project after reproducing the crash once First f…

Retrieved 2026-11-11
ShadersFixUUM-153265
Fixed default-created LocalKeyword and LocalKeywordSpace field access crashing the Editor.
Linked bug report
UUM-156424: Crash on LocalKeyword_CUSTOM_IsDynamic when accessing members of a default LocalKeyword or LocalKeywordSpace struct

How to reproduce: 1. Open the attached “IN-155876“ project 2. In the top Menu bar, press “Repro” > any option from 1-5 3. Observe the crash Reproducible with: 6000.0.10f1, 6000.0.84f1, 6000.3.26f1, 6000.6.6f1, 6000.7.0b4, 7000.0.0a8 Reproduced on: Windows 11 Not reproduced on: No other environment tested First few lines of the stack trace: 0x00007FFD8C910438 (Unity) LocalKeyword_CUSTOM_IsDynam…

Retrieved 2026-11-11
ShadersFixUUM-156424
Fixed icon used when Compute and Ray Tracing shaders are created.
ShadersFixUUM-159117
Fixed material variants that kept an old property value after the base material changed, when an intermediate variant locked that property.
ShadersFixUUM-158581
Fixed Material.GetPropertyNames crashing when the provided value is outside of the valid enumeration range.
Linked bug report
UUM-157945: Fatal error on Material.GetPropertyNames when passing an out-of-range MaterialPropertyType

How to reproduce: 1. Open the attached “IN-155867” project 2. In the menu bar choose Repro > Material.GetPropertyNames invalid enum crash 3. Observe the Fatal Error Reproducible with: 6000.0.0f1, 6000.7.0b5, 7000.0.0a9 Reproducible on: Windows 11 Not reproducible on: No other environments tested

Retrieved 2026-11-11
ShadersFixUUM-157945
Fixed shaders in the Editor rendering with the magenta error shader for the whole session when the startup shader warm-up missed the shader cache, which happened with the experimental shader variant data after an Editor update or a colour space change.
ShadersFix
Fixed the GRD-GPUOCC kernel shader warnings.
ShadersFixUUM-156588
Fixed the missing transpose in the float2x4 DOTS instancing loader.
ShadersFixUUM-147444
Fixed the read overlap in the float2x4 DOTS instancing loader.
ShadersFixUUM-146222
Material.mainTexture will return null if the main texture is not present instead of logging an error in the console.
Linked bug report
UUM-103940: Player build logs a "material with shader doesn't have a '_MainTex' property" error when instantiating a specific amount of specific prefabs

Reproduction steps: 1. Open the attached "IN-97465" project 2. Open the “MainScene” Scene 3. In the Hierarchy window expand the “==== MANAGERS ====” GameObject 4. Select the “Game Manager” GameObject 5. In the Inspector window “Spawn Characters” script component change the “Num Characters To Spawn” property value to 3 6. Build and run the project 7. In the built project click “Start” 8. Observ…

Retrieved 2026-11-11
ShadersFixUUM-103940
Shader preprocessor now handles short-circuiting evaluation.
ShadersFixUUM-135082
Fixed Editor source builds failing on machines that use the Turkish region format.
Source Code BuildFixUUM-154501
Fixed SpeedTree 7 and 8 assets not reimporting when the active render pipeline changed.
SpeedTreeFix
Fixed SpeedTree 9 assets importing with empty material texture slots when their textures were imported after them.
SpeedTreeFix
Added a dedicated alpha upscale pass to preserve the alpha channel of the camera output.
SRP CoreFixUUM-135242
Added a Hide/Show Overlays button to the Rendering Debugger, which temporarily hides all active debug overlays without losing the current selection.
SRP CoreFixUUM-150066
Fixed a recurring GC allocation during Camera.Render caused by the GPU Resident Drawer.
SRP CoreFixUUM-151785
Fixed an Editor crash caused by a stack overflow when displaying Volume components that expose events, such as the URP Screen Space Reflection and Surface Cache GI overrides.
SRP CoreFixUUM-153887
Fixed an issue where the Convert Assets button in the Render Pipeline Converter window stayed disabled when you selected an unconverted item after a partial conversion.
SRP CoreFixUUM-155720
Fixed Blitter blits that use a custom material sampling at a mip level left over from an earlier blit, which showed an outdated image on some Android devices using OpenGL ES.
SRP CoreFixAndroidUUM-154958
Fixed exceptions thrown in the Inspector when adding a Light Anchor component while no Game View is open.
Linked bug report
UUM-153999: Adding a Light Anchor component throws an exception when no Game View is open

Steps to reproduce: Create a new URP 3D project via Unity Hub Close every open Game View tab/window. Create a GameObject, select it, and add a Light Anchor component via the Inspector's Add Component button Actual results: The Console immediately logs an InvalidOperationException: "Sequence contains no elements", thrown from LightAnchorEditor.OnEnable - then cascades into repeated NullReferenc…

Retrieved 2026-11-11
SRP CoreFixUUM-153999
Fixed help boxes that have a Fix button in Render Pipeline Core, URP and HDRP inspectors using a larger icon and different text alignment than regular help boxes.
SRP CoreFix
Fixed pass names in the Render Graph Viewer rendering as low-quality Bitmap text when the Editor Default Text Rendering Mode preference was set to Bitmap; they now always use SDF rendering.
SRP CoreFixUUM-151562
Fixed Render Graph execution errors when a raster render pass binds 8 colour attachments and a depth attachment.
SRP CoreFixUUM-149931
Fixed render passes not being merged on older iOS devices (Apple GPU family 3 and below) once a native pass was considered to be over the on-tile pixel storage limit, which serialized the whole frame into one native pass per render pass.
Linked bug report
UUM-148865: Render Graph fails to batch some passes when running on iPhone's with PowerVR GPUs

How to reproduce: 1. Open the attached “IN-149334” project 2. Open Build Profiles, File > Build Profiles 3. Switch to iOS profile 4. Enable Development Build 5. Build and Run for iOS 6. In Xcode select the device to deploy to and run the project 7. In the Editor, open Render Graph Viewer 8. Select the device in the drop down 9. Observe the Render Graph Viewer Actual result: Some passes are not…

Retrieved 2026-11-10
SRP CoreFixiOSUUM-148865
Fixed rendering corruption when using async compute with Render Graph, where a texture could be used from both the graphics and compute queues simultaneously.
Linked bug report
UUM-141896: Scene flickers with a green tint when using Screen Space Ambient Occlusion and Contact Shadows with raytracing

How to reproduce: 1. Open the attached “IN-141855” project 2. Build and Run the project 3. Observe the Player Actual result: Scene is flickering with a green tint Expected result: Scene is rendered normally Reproducible with: 6000.0.7f1 (7dd95c051e11), 6000.0.75f1, 6000.3.15f1, 6000.4.7f1, 6000.5.0b8, 6000.6.0a5 Not reproducible with: 6000.0.6f1 Reproducible on: Windows 11 Not reproducible on:…

Retrieved 2026-11-09
SRP CoreFixUUM-141896
Fixed rendering layer mask fields in the Rendering Debugger not listing rendering layers that were defined after the debugger was initialized.
SRP CoreFix
Fixed the Render Graph closing a native render pass after 8 raster render passes even when they used fewer than 8 native subpasses, which made the next pass, such as the URP UI overlay, load its attachments again from memory.
SRP CoreFixUUM-158401
Fixed the Scan and Convert Assets buttons in the Render Pipeline Converter window being hidden when the window was narrower than its content.
Linked bug report
UUM-151491: Scan and Convert Assets buttons are hidden if scaling the window horizontally

Steps to reproduce: Download attached project and open in Unity Open Render Pipeline Converter window >> Windows >> Rendering >> Render Pipeline Converter. Resize the window horizntally. Actual results: Scan and Convert Assets buttons will be hidden once resizing the window. Sometimes even just opening the window makes the buttons hidden already. Expected results: Buttons should be anchored to…

Retrieved 2026-11-10
SRP CoreFixUUM-151491
Fixed Volume override Reset being overwritten by an in-progress, uncommitted field edit instead of resetting to the default value.
SRP CoreFixUUM-152522
Renamed the Volume override "Toggle All" and "Toggle None" actions to "Enable All" and "Disable All", and updated the ALL/NONE tooltips to match.
SRP CoreFixUUM-152524
Render Pipeline Converter - Disable foldout items if all child elements are disabled.
SRP CoreFixUUM-150182
Render Pipeline Converter - Keep state on assembly reloads.
SRP CoreFixUUM-149926
Render Pipeline Converter - Scan button is always enabled as user can re-scan the project.
SRP CoreFixUUM-151043
Untangled texture creation status from update count in texture2DAtlas
SRP CoreFixUUM-139389
Fixed a crash in shadow culling when a render pass culled the same Camera a second time while a Terrain with Draw Instanced disabled was visible.
Linked bug report
UUM-151731: Crash on SendShadowCullingCallbacks when creating a new Terrain and entering the Play Mode

Reproduction steps: 1. Open the attached “BugRepro” project 2. Open the “Assets/Scenes/Prototype_Level2_NuclearEstate.unity“ Scene 3. Enter the Play Mode 4. Observe the Crash Reproducible with: 6000.3.23f1, 6000.5.11f1, 6000.6.0f1, 6000.7.0a6 Couldn't test with: 6000.0.83f1 (Could not resolve compilation errors) Reproducible on: Windows 11 Not reproducible on: No other environment tested Note:…

Retrieved 2026-11-10
TerrainFixUUM-151731
Fixed a crash when a script updates tree instances on a terrain whose tree prototypes cannot be instanced.
Linked bug report
UUM-150692: Crash on TreeRenderer::TreeUpdated when entering Play mode in a specific project

How to reproduce: 1. Open the attached “IN-150569” project 2. Open the “SampleScene” 3. Enter Play mode 4. Observe the crash Reproducible with: 6000.0.23f1, 6000.0.82f1, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Could not test with: 6000.0.22f1 (could not solve errors from downgrading) Reproduced on: Windows 11 Not reproduced on: No other environment tested First few lines of the stack…

Retrieved 2026-11-10
TerrainFixUUM-150692
Fixed an "Overflow in memory allocator" fatal error when rendering a terrain with details from a camera extremely far away from it, such as a Scene view restored at a very distant position.
Linked bug report
UUM-155070: “Overflow in memory allocator. UnityEditor.GUIView:ProcessEvent (UnityEngine.EntityId,intptr,bool&)“ pop-up warning when opening a specific scene

How to reproduce: 1. Open the attached “IN-154292” project 2. Open the SampleScene (Assets > Scenes > SampleScene) 3. Observe the “Overflow in memory allocator. UnityEditor.GUIView:ProcessEvent (UnityEngine.EntityId,intptr,bool&)“ pop-up warning Reproducible with: 6000.5.0a5, 6000.6.4f1, 6000.7.0b3 Not reproducible with: 6000.0.84f1, 6000.3.25f1, 6000.5.0a4, 7000.0.0a5 Reproduced on: Windows 1…

Retrieved 2026-11-10
TerrainFixUUM-155070
Fixed Create Neighbor Terrains copying only the first terrain layer onto the new neighbor tile.
TerrainFixUUM-151649
Fixed grass billboards and SpeedTree7 billboards not receiving real-time lights with the Deferred or Deferred+ rendering path when Use Rendering Layers is enabled.
TerrainFixUUM-156479
Fixed terrain painting being lost without any message when a new TerrainData was saved with AssetDatabase.CreateAsset after its terrain layers were assigned. A warning now explains the loss and how to avoid it.
TerrainFixUUM-155877
Fixed the Edit Tree, Edit Detail Mesh and Edit Grass Texture windows applying changes to a different prototype when another prototype was removed while the window was open.
Linked bug report
UUM-155483: The Edit Tree window overwrites a different tree prototype when another tree is removed while it is open

Steps to reproduce: Open the attached project Open Assets/Scenes/Wiz.unity Select the "WizTerrain" GameObject in the Hierarchy In the Inspector, click the "Paint Trees" button In the Trees section, select the second tree, "Tree1" Click "Edit Trees..." and select "Edit Tree". The Edit Tree window opens on Tree1 In the Edit Tree window, set "Bend Factor" to 0.999, but do NOT press Apply yet Leav…

Retrieved 2026-11-11
TerrainFixWindowsUUM-155483
Fixed the texture import warnings in the Terrain Layer Inspector being drawn over by the Color Tint, Opacity as Density and Normal Scale controls when using the Universal Render Pipeline or the High Definition Render Pipeline.
TerrainFixUUM-133166
Fixed trees placed above or below the Terrain surface moving onto it when SetHeights, SyncHeightmap, a height brush, painting holes or changing the Terrain size modified another part of the Terrain.
Linked bug report
UUM-137127: The snapToHeightmap parameter of the SetTreeInstances method is ignored when calling SetHeights on Terrain

How to reproduce: 1. Open the attached “IN-136057“ project 2. Open the “SampleScene“ scene 3. Enter Play mode 4. In the Game view, note the y-axis positions of the Terrain’s trees 5. In the Hierarchy window, select the “Reproduction“ GameObject 6. In the Inspector, open the Context Menu of the “Reproduction (Script)“ Component and select “Set Terrain Heights” 7. Repeat step 4 Actual result: Th…

Retrieved 2026-11-11
TerrainFixUUM-137127
Fixed a test run being executed a second time in the same Editor session when a domain reload happened immediately after the run finished, which can occur when a test changes the active build target.
Test FrameworkFix
Fixed Is.Not.AllocatingGCMemory() intermittently reporting GC allocations made by other threads, such as the finalizer thread after GC.Collect(), for a delegate that does not allocate.
Test FrameworkFixUUM-142851
Fixed play mode tests on a device stalling part way through a run when the screen went to sleep or the idle screen started, which deactivated the player and paused it.
Test FrameworkFixUUM-134050
Fixed reading a test's child index adding an empty childIndex property to tests that have none.
Test FrameworkFix
Fixed tests inherited from a base class in another assembly being reported with the source file and line of an unrelated test.
Test FrameworkFix
Enabled CanCallNativeStaticLibrary test for tvos.
TestsFixtvOSUUM-153120
Fix QualitySettings test instability.
TestsFixUUM-151127
Fixed an instability in the terrain test on Macs.
TestsFixUUM-153508
Upgraded serialization of uGUI test texture metas.
TestsFix
Added support for the <pos> rich text tag in the Advanced Text Generator.
TextFixUUM-154252
Fixed a FreeType vulnerability (CVE-2026-23865) that could cause an out-of-bounds read when loading a malformed variable font.
TextSecurityUUM-140975
Fixed Advanced Text Generator rendering of hinted SDF font assets (SDFAA_HINTED) so glyph shapes and spacing match the standard TextMesh Pro generator.
TextFixUUM-154232
Fixed an out-of-bounds memory read when a TextMesh or legacy UI Text string ended with an unterminated quad tag parameter.
TextFixUUM-153129
Fixed an out-of-bounds memory read when a TextMesh or legacy UI Text string ended with an unterminated rich text tag.
TextFixUUM-153128
Fixed ATG line spacing so lines separated by a line break are spaced like wrapped lines, and the first and last lines are no longer offset by the font's line gap.
TextFixUUM-154035
Fixed the Font Asset Migration window not listing font assets imported while the window was open.
TextFixUUM-152589
Fixed an issue where the *Characters field in the Font Subsetting section of the TextCore Font Asset Inspector and TextMeshPro Font Asset Inspector did not update when a subset was applied from the Properties* window.
TextCoreFixUUM-156933
Fixed dynamic font assets polluting the version control system.
TextCoreFixUUM-151582
Fixed the Font Asset Creator and Sprite Importer windows failing to reload and logging a serialization error when toggling UI Toolkit Live Reload.
Linked bug report
UUM-150353: Font Asset Creator and Sprite Importer windows throw Window serialization errors when enabling or disabling UI Toolkit Live Reload option

Steps to reproduce: Open the attached project Right-click on the Font Asset Creator window's handle Select the option to enable/disable the UI Toolkit Live Reload option Observe the Console window Actual results: "Window serialization will fail" error message is thrown every time the option is enabled/disabled Expected results: No warnings or Errors are thrown when enabling or disabling the UI…

Retrieved 2026-11-10
TextCoreFixWindowsUUM-150353
Fixed the font atlas of a dynamic Font Asset being included in a player build when the UI Builder was open during the build.
TextCoreFixUUM-149174
Added OS font fallbacks support to TextMeshPro. Characters that none of the assigned font assets contain are now rendered using fonts installed on the operating system.
TextMeshProFixUUM-154364
Bug "TextMeshPro input field doesn't remove characters from first backspace when variant characters are used with the input field
Linked bug report
UUM-140383: TextMeshPro input field doesn't remove characters from first backspace when variant characters are used with the input field

Steps to reproduce: 1. Open the attached project “IN-139093” 2. In the Project window, open “Assets” → “Scenes” → “SampleScene” 3. Enter Play mode 4. Press the “Button” in the center 5. Try deleting text from “TMP_InputField” 6. Observe the Game view Actual result: The first 2 character get changed before deletion (need 2 backspaces), but after that the other ones don’t have any visual change …

Retrieved 2026-11-09
TextMeshProFixUUM-140383
Fixed an issue where an unclosed rich text tag at the end of the text, such as <br, was parsed as a complete tag.
TextMeshProFixUUM-158156
Fixed non-deterministic Addressables bundle hashes caused by a debug symbols pragma in the TMP mobile SDF shaders.
Linked bug report
UUM-153225: Debug pragma in stock TMP shader breaks determinism when building Addressables Asset Bundles

How to reproduce: 1. Open the attached “IN-154213.zip” Project 2. Open the Addressables Groups Window (Window → Asset Management → Adressables → Groups) 3. Build the Addressables (Build → New Build → Default Build Script) 4. Open the Adressables Report Window for the built process or manually find the built files in the Project Folder 5. Observe the .bundle file Hash and file sizes 6. Close th…

Retrieved 2026-11-10
TextMeshProFixUUM-153225
Fixed TextMeshPro static events, such as OnMissingCharacter, losing handlers registered in InitializeOnLoad or SubsystemRegistration when entering Play Mode.
TextMeshProFixUUM-158087
Fixed the caret not moving past an emoji with the arrow keys, and Backspace and Delete removing only half of an emoji, in a TextMeshPro Input Field with Content Type set to Password.
Linked bug report
UUM-155145: Caret does not move past an emoji when pressing the Right Arrow key in a TextMeshPro Input Field with Content Type set to "Password"

Steps to reproduce: Create a new Unity project using the Universal 3D template Create a TMP Input Field (GameObject > UI (Canvas) > Input Field - TextMeshPro) and click "Import TMP Essentials" in the TMP Importer window Select the "InputField (TMP)" GameObject in the Hierarchy In the Inspector window, set "Content Type" to "Password" and set "Text" to "😀ab" Enter Play mode Click the Input Fie…

Retrieved 2026-11-11
TextMeshProFixUUM-155145
Fixed the Editor freezing when a TextMeshPro text with a Content Size Fitter contained a hyphen preceded by a space at narrow widths.
Linked bug report
UUM-152921: Editor freezes when the Text of a TextMeshPro GameObject with a Content Size Fitter Component is changed to a string containing a hyphen preceded by a space

Reproduction steps: 1. Create a new project 2. GameObject > UI > Text - TextMeshPro 3. Press “Import TMP Essentials” button in TMP Importer window 4. Select the newly created “Text (TMP)” GameObject and set Width to 25 in the Rect Transform 5. Press “Add Component” button, add Content Size Fitter and set Vertical Fit to Preferred Size 6. Set the Text field to any two words (e.g. “text text”) a…

Retrieved 2026-11-10
TextMeshProFixUUM-152921
Moves essential TextMesh Pro resources from the TMP Essential Resources unity package to Packages/com.unity.ugui/Package Resources/

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