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6000.3.28f125 shown
Fixed errors that were logged when the Editor started with a window, such as the Render Graph Viewer, open in the layout.
Linked bug report
UUM-150211: Errors are thrown when opening the Editor with Render Graph Viewer

Steps to reproduce: Create and open a new project Open the "Window -> Analysis -> Render Graph Viewer" window Restart the Editor (Without closing the Render Graph Viewer) Observe the Console Actual results: "Assertion failed on expression" (or "d3d12: finalizing rendering...") and "GUI Window tried to begin..." errors are thrown Expected results: Console is empty Reproducible with versions: 60…

Retrieved 2026-11-11
UI ToolkitFixUUM-150211
Fixed scaled elements looking blurry when a filter is applied to them.
Linked bug report
UUM-155303: Scaled UI Toolkit elements show up blurry when any UI Toolkit filter is added

How to reproduce: Create and open a new project Import the “ScaleFilterbug.uxml“ into the project Instantiate the UXML in Scene Observe the Game view Actual results: The label text is blurry Expected results: The label text is not blurry Reproducible with: 6000.3.0a1, 6000.3.25f1, 6000.6.5f1, 6000.7.0b4, 7000.0.0a5 Could not test with: 6000.0.0f1, 6000.0.85f1, 6000.2.0b2 (No UI Toolkit filters…

Retrieved 2026-11-10
UI ToolkitFixUUM-155303
Fixed solid and gradient fills missing from VectorImages saved with Painter2D.SaveToVectorImage on WebGL 2 and on some OpenGL ES 3.0 devices, and an ArgumentOutOfRangeException when a solid fill or stroke was painted before a texture fill.
UI ToolkitFixWebGLUUM-155233
Fixed the invert and contrast filters producing colors that were too bright on translucent pixels, such as after opacity in a backdrop-filter chain or on the anti-aliased edges of filtered elements.
UI ToolkitFixUUM-155804
Fixed UI Builder adding a duplicate attribute to Attribute Overrides when editing an override on an element whose name contains a space, which made the UXML file invalid.
Linked bug report
UUM-149755: UI Builder appends a duplicate attribute in AttributeOverrides when re-editing an override on an element whose name contains a space

How to reproduce: Open the attached "IN-148895" project Open "Main.uxml" in UI Builder In the UI Builder Hierarchy, expand "Main.uxml">"TemplateContainer" and select the "Thin g" element In the UI Builder Inspector set "Title Text Size" attribute to any value and press Ctrl+S Change "Title Text Size" attribute to a different value and press Ctrl+S Observe the Console window and “Main.uxml” cod…

Retrieved 2026-11-11
UI ToolkitFixUUM-149755
Fixed UIToolkitInteroperabilityBridge allocating GC memory every frame for each UI Toolkit panel.
Linked bug report
UUM-158158: UIToolkitInteroperabilityBridge.CreatePanelGameObject allocates 32 B GC every frame per UI Toolkit panel

Steps to reproduce: 1. Open the attached project "Project.zip" 2. Open the "Assets/Scenes/SampleScene.unity" Scene 3. Open the Profiler window, switch to Hierarchy view and enable Deep Profile 4. Enter Play Mode 5. Sort by GC Alloc and expand PlayerLoop > UpdateScene > Update.ScriptRunBehaviourUpdate > BehaviourUpdate > EventSystem.Update() 6. Observe the GC Alloc of UIToolkitInteroperabilityB…

Retrieved 2026-11-11
UI ToolkitFixUUM-158158
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
Fixed a bug where URP attempts to use a stripped variant when using deferred rendering with additional light shadows disabled, but shadowmasks enabled.
Linked bug report
UUM-153600: Shader variant errors are thrown for every transparent draw in the Player when using Deferred rendering with a baked Mixed light and Additional Light Shadows disabled

Steps to reproduce: 1. Open the attached project "StrictVariantRepro.zip" 2. Open the "SampleScene" scene 3. Enter Play Mode and observe that the scene renders correctly 4. Open File > Build Profiles and make sure "Development Build" is enabled 5. Make sure "Strict Shader Variant Matching" is enabled in Player Settings 6. Build and Run the Windows Player 7. Open the Player.log and search for "…

Retrieved 2026-11-11
Fixed a crash on some iOS devices when using the Forward+ rendering path with Render Scale not set to 1.
Linked bug report
UUM-151281: App freezes when m_RenderScale is set to 0.8 in the Mobile_RPAsset

How to reproduce: 1. Open the attached “3466405_Repro.zip” project 2. Build for iOS 3. In Xcode, navigate to Product → Scheme → Edit Scheme… 4. In the “Run” tab, go to “Diagnostics” and select “Shader Validation” under “Metal” 5. Deploy to a device 6. Observe the Xcode console Actual result: The app freezes and multiple errors appear in the Xcode console Expected result: The app runs without f…

Retrieved 2026-11-11
URPFixiOSUUM-151281
Fixed an issue where the Renderer List and Culling samples in the URP RenderGraph Samples logged errors every frame when used with a 2D Renderer that has Depth/Stencil Buffer disabled.
Linked bug report
UUM-157948: "Render Graph Execution error" and "NullReferenceException" are thrown every frame when the URP RenderGraph sample's Renderer Feature is used on a 2D Renderer with "Depth/Stencil Buffer" disabled

How to reproduce: 1. Create a new project from the "Universal 2D" template 2. Go to Window -> Package Manager -> Universal Render Pipeline -> Samples and import "URP RenderGraph Samples" 3. Select Assets/Settings/Renderer2D, click "Add Renderer Feature" and add "Renderer List Render Feature" 4. On the same Renderer2D asset, disable "Depth/Stencil Buffer" 5. Enter Play Mode 6. Observe the Conso…

Retrieved 2026-11-11
Fixed Shader Graphs importing to different shader code, and AssetBundles getting different hashes, depending on whether a Shader Graph with Support LOD Cross Fade enabled had been imported earlier in the same editor session.
Fixed the deprecated LightingPhysicallyBased overload ignoring the surface normal and using the specular highlights toggle as the view direction.
Ensured all Native Allocations in the Visual Effects Area are assigned a Native Root and not leaked.
VFX GraphFixUUM-126944
Fixed a GPU crash or corrupted rendering with sorted Visual Effect Graph outputs when some instances of an effect were outside a camera's view, especially with several cameras.
VFX GraphFixUUM-149758
Fixed SubsystemWithProvider.Start not throwing an ArgumentNullException when called after the subsystem was destroyed, which restarted the destroyed provider.
Linked bug report
UUM-151411: SubsystemWithProvider.Start returns without throwing an exception when it is called after the subsystem has been destroyed

How to reproduce: Open the attached "IN-151360" project In the menu bar, select "Bug Repro" > "Start Subsystem After Destroy" Observe the Console Actual result: The "Start" call on the destroyed subsystem returns without throwing an exception Expected result: The "Start" call throws a NullArgumentException, as documented in the "SubsystemWithProvider" Scripting API ("Once a subsystem is Destro…

Retrieved 2026-11-11
6000.3.27f268 shown
Back gesture/button closes the app after returning from background when "Run In Background" and "Predictive Back Support" are enabled
Linked bug report
UUM-159613: Back gesture/button closes the app after returning from background when "Run In Background" and "Predictive Back Support" are enabled

How to reproduce: 1. Create and open a new project 2. Navigate to Project Settings, Player tab (Edit > Project Settings > Player) 3. Toggle on Predictive Back Support (Other Settings) 4. Toggle on Run Without Focus (Resolution and Presentation) 5. Build and Run for Android 6. On the device tap or gesture the back action 7. Notice the app doesn’t go to background or close 8. Put the app in fore…

Retrieved 2026-11-10
AndroidKnown issueCautionUUM-159613
Crash with multiple stack traces when the main thread resumes after a USB audio output device is disconnected and reconnected
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
Audio AuthoringKnown issueBlockerUUM-158166
[macOS] Player libraries are code signed with bespoke entitlements
Linked bug report
UUM-156884: Player libraries are code signed with bespoke entitlements

Steps to reproduce: Build any project as a macOS Standalone player (IL2CPP or CoreCLR scripting backend) In Terminal, run: codesign -d --entitlements - --xml "<Build>.app/Contents/Frameworks/UnityPlayer.dylib" Run: codesign -dv "<Build>.app/Contents/Frameworks/UnityPlayer.dylib" (and on other dylib files) Actual results: The libraries carry Unity's Developer ID signature with the hardened runt…

Retrieved 2026-11-10
Editor InstallersKnown issueCautionmacOSUUM-156884
[WinEditor] Play Mode framerate drops significantly when moving the mouse cursor with high polling rate
Linked bug report
UUM-142550: Play Mode framerate drops significantly when moving the mouse cursor with high polling rate

Reproduction steps: 1. Open the attached project "IN-141292" 2. Connect a mouse which supports 1000 Hz polling rate or higher 3. Open scene "SampleScene" 4. Enter Play Mode 5. Move the mouse cursor in Play Mode view (make sure that the view is focused by left-clicking on the view) 6. Observe the result in the graph in the top right corner of the Game view Actual result: The Editor experiences …

Retrieved 2026-11-09
Native Editor Application LifecycleKnown issueCautionUUM-142550
Crash on mono_log_write_logfile when more than one copy of bee_backend is 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
Scripting BuildtimeKnown issueBlockerUUM-142773
Player stops responding permanently when scenes are repeatedly switched with SceneManager.LoadSceneAsync
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
Shader SystemKnown issueCautionUUM-156125
RenderPass related Android errors are logged in Logcat and Console when physically rotating the device
Linked bug report
UUM-157974: RenderPass related Android errors are logged in Logcat and Console when physically rotating the device

How to reproduce: 1. Open the attached ‘IN-154071.zip” Project 2. Turn on Development Build and Script Debugging settings (File → Build Profiles ) 3. Build and Run on Android 4. Rotate the Device while the Player is running 5. Observe the Development Console and or Logcat Actual result: RenderPass related errors - “The dimensions or sample count of attachment don’t match RenderPass…” Expected …

Retrieved 2026-11-10
SRP FoundationKnown issueCautionAndroidUUM-157974
Improved the security of model import by updating the bundled Autodesk FBX SDK to 2020.3.11, addressing two buffer-overflow vulnerabilities in FBX file parsing.
Asset ImportSecurityUUM-155199
Added: Added Graphics.disableDepthAndStencilBuffers, a read-only property that returns whether Disable Depth and Stencil Buffers is enabled in Player Settings.
GraphicsAPI change
"PhysicsComposer.AddLayer", "PhysicsComposer.ToPolygons", "CircleGeometry.ToPolygons" and "CapsuleGeometry.ToPolygons" now log the standard validation warning instead of throwing "ArgumentOutOfRangeException" when given no geometry, fewer than three vertices or an invalid "curveStride".
Linked bug report
UUM-156367: Crash on MimallocAllocator::Allocate when CircleGeometry.ToPolygons and PhysicsComposer.AddLayer are called with a curveStride of NaN

How to reproduce: 1. Open the attached “IN-155847“ project 2. In the top Menu bar, click “Repro” > “1 - CircleGeometry.ToPolygons with curveStride NaN (CRASHES the Editor)” 3. Observe the crash Reproducible with: 6000.3.17f1, 6000.3.26f1, 6000.6.6f, 6000.7.0b4, 7000.0.0a8 Could not test with: 6000.0.84f1 (“Repro” Menu item would not appear), 6000.3.15f1 (could not solve errors from downgrading…

Retrieved 2026-11-10
Physics 2DChangeUUM-156367
Fix ArgumentException when using overlay camera in 2D Renderer.
Linked bug report
UUM-148111: "ArgumentException: An item with the same key has already been added" is thrown when the Base and Overlay cameras of a 2D camera stack use different Renderers

Reproduction steps: Open the attached "IN-145480_REPRO" project Open the "Assets/Scenes/SampleScene.unity" scene Make sure both the Game view and the Scene view are visible Enter Play Mode Observe the Console Actual result: The Console continuously prints "ArgumentException: An item with the same key has already been added" Expected result: No error is thrown Reproducible with: 6000.0.0b11, 60…

Retrieved 2026-11-10
Fix intermediate texture not created when requested by render pass
Linked bug report
UUM-145892: RenderGraph Blit/Copy sample throws "texture handle does not have a valid descriptor" error when the Copy Render Feature is used with the 2D Renderer

How to reproduce: Open attached "IN-145916_Rendererror.zip" project Enter Play mode Observe the Console Actual result: "Render Graph Execution error", ArgumentException "texture handle does not have a valid descriptor" errors are thrown in the Console Expected result: No errors are thrown Reproducible with: 6000.0.0f1, 6000.0.78f1, 6000.3.18f1, 6000.5.1f1, 6000.6.0b1, 6000.7.0a1 Reproducible o…

Retrieved 2026-11-09
Fixed URP 2D editor-only icons being included in player builds.
Fixes LineRenderer not initializing correctly when toggling enable on game object.
Linked bug report
UUM-147747: LineRenderer using URP SpriteLitDefault Material becomes invisible when animating its "Material._Renderer Color" property and disabling and reenabling the GameObject

Steps to reproduce: 1. Create a new 2D URP project 2. Open the “SampleScene” scene 3. Create a new GameObject with Animator and LineRenderer components 4. Create a Material using the Universal Render Pipeline/2D/Sprite-Lit-Default shader, and assign any texture to the “Diffuse” slot 5. Assign the Material to the LineRenderer. 6. Create an animation for the GameObject 7. Add the LineRenderer's …

Retrieved 2026-11-10
Fixed freeze when relaunching GameActivity immediately after unload in UaaL mode.
AndroidFixUUM-149857
Crash when calling AnimationUtility.SetAdditiveReferencePose` with a null clip or referenceClip.
Linked bug report
UUM-150816: Crash on AnimationClip::SetAdditiveReferencePose when the AnimationClip arguments for AnimationUtility.SetAdditiveReferencePose are null

How to reproduce: Open the attached "IN-150969" project In the menu bar, select "Bug Repro" > "AnimationUtility null clips" > "1. CrashSetAdditiveReferencePose" Observe the crash Reproducible with: 6000.0.0f1, 6000.0.82f1, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Reproducible on: Ubuntu 24.04 LTS, Ubuntu 26.04 LTS (by user), Windows 10 Pro Not reproducible on: No other environments te…

Retrieved 2026-11-10
AnimationFixUUM-150816
Fixing hang at startup when directory monitoring doesn't receive expected notification about changed file(s).
Linked bug report
UUM-149019: Editor deadlocks indefinitely while opening a project on a ReFS Dev Drive when a directory-monitor sync notification is lost

How to reproduce: 1. Open a large project (user reproduced with ~114k assets, 33 monitored roots: Assets + 32 embedded packages) on a Windows Dev Drive (ReFS volume) 2. Observe the project loading splash screen Actual result: DirectoryMonitorWindows::Sync blocks forever on the main thread, the editor hangs indefinitely at the splash screen with all threads parked and must be killed Expected re…

Retrieved 2026-11-10
Asset PipelineFixUUM-149019
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 an assertion (m_ModifiedClips.empty()) that was logged on exiting Play Mode after playing an AudioSource whose clip had loaded while Unity Audio was toggled off and back on during Play Mode.
Linked bug report
UUM-148749: Assertion "m_ModifiedClips.empty()" is logged on Play Mode exit after playing an AudioSource when Unity Audio is enabled in Play Mode

Steps to reproduce: Open the attached Project Open Scene "EAF_Main" Open Project Settings > Audio and enable "Disable Unity Audio" Enter Play Mode In the same Project Settings disable the "Disable Unity Audio" flag In Play Mode press 1 on your keyboard to Play Audio Exit Play Mode Actual results: Error "Assertion failed on expression: 'm_ModifiedClips.empty()'" is logged Expected results: No A…

Retrieved 2026-11-10
AudioFixUUM-148749
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 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
Fix TMP_FontAsset leak when unloading AssetBundles or Entities content archives
EditorFixUUM-145538
Fixed a Linux-only Editor crash caused by reentrancy while rebuilding menu items during a domain reload.
EditorFixLinuxUUM-149839
Fixed bug where attempting to switch to a saved Editor layout while a window with unsaved changes was open could make it impossible to cancel the layout change.
Linked bug report
UUM-150448: Unable to cancel Layout change when an Editor Window with unsaved changes is open

Steps to reproduce: Create and open a new project Open 'Window -> Sequencing -> Timeline' window Select a GameObject and create a new Timeline asset Add any track to the Timeline Change the Layout of the Editor Click 'Cancel' in the prompt Observe the Editor Alternative steps to reproduce : Create and open a new project Download the attached `UnsavedChangesDebugWindow.cs` file and add it to th…

Retrieved 2026-11-10
EditorFixUUM-150448
Fixed concurrent access in Standard text in UITK
Linked bug report
UUM-151887: InvalidOperationException and NullReferenceExceptions are thrown when jobified text generation resolves a missing character through a font asset fallback chain

Steps to reproduce: 1. Open the attached user's project "CompressedRepro.zip" 2. Click on "Repro -> Run Race Probe" at the top menu bar 3. Observe the Console Actual result: InvalidOperationException and downstream NullReferenceExceptions are thrown from a data race on the shared FontAssetUtilities.k_SearchedAssets static during jobified text generation Expected result: Character lookup across…

Retrieved 2026-11-10
EditorFixUUM-151887
Fixed issue with multiple scripts being used in the same string with Advanced Text.
Linked bug report
UUM-150208: Bengali text renders with dotted circles (◌) when the string starts with Latin characters and Text Generator Type is set to Advanced

How to reproduce: 1. Open the attached “IN-151480” project 2. In the Project window, open Bug.uxml 3. Double left-click the Bengali text 4. Delete the the first C in “75 °C” 5. Observe the displayed text Actual result: The Bengali text renders incorrectly with dotted circles (◌). Deleting the "C" fixes the rendering Expected result: The Bengali text renders correctly whether or not Latin chara…

Retrieved 2026-11-10
EditorFixUUM-150208
A Terrain added to a ray-tracing acceleration structure no longer leaks a Mesh and its GPU buffers.
Fixed a GPU hang on Metal that could occur when a compute shader requested a larger thread group than the graphics pipeline supports (for example, High Quality Line Rendering on some Intel GPUs).
GraphicsFixUUM-147457
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 Graphics.RenderPrimitives and Graphics.DrawProcedural crash with MeshTopology.Quads when Graphics Jobs are enabled.
Linked bug report
UUM-141117: Crash on GfxDeviceClient::AllocateBufferInternal when entering Play mode using Graphics.RenderPrimitives and Graphics.DrawProcedural in the scene

Reproduction steps: 1. Open the attached "IN-140052_Repro" project 2. Open scene "OutdoorsScene" 3. Enter Play mode Expected result: The Editor enters Play mode and the methods run as expected Actual result: The Editor crashes Reproducible with: 2023.3.0b5, 6000.0.74f1, 6000.3.14f1, 6000.4.5f1, 6000.5.0b6, 6000.6.0a4 Not reproducible with: 2023.3.0b4 Oldest version checked for regression: 2023…

Retrieved 2026-11-09
GraphicsFixUUM-141117
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
Fix missing GC write barrier in Thread.VolatileWrite(ref object, object).
IL2CPPFixUUM-155582
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 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 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
This fixes Windows' Xbox Game Bar and macOS overlays (Spotlight et al). On Windows, Steam/Discord/NVIDIA overlays work as always.
Linked bug report
UUM-150045: Keys remain stuck as "pressed" when focus shifts to any overlay

Steps to reproduce: 1. Open attached project “IN-151262” 2. Make sure “Assets/FPS/Scenes/MainScene” is selected in the scene list 3. Enter the Play mode 4. Press "W" to start running forward 5. With "W" still held press ALT + Windows Key + G to bring up the Xbox Game Bar overlay (This works with other overlays as well) 6. Observe the Game view 7. Refocus Unity, press some other keys to except …

Retrieved 2026-11-10
Input SystemFixWindowsmacOSUUM-150045
Fixed a crash when application:openURL or application:continueUserActivity was called before Unity initialized.
Linked bug report
UUM-151801: Application crashes when "application:openURL:options" runs before Engine initializes

How to reproduce: 1. Open the attached “IN-152919” project 2. Open Build Profiles and switch to iOS (File > Build Profiles) 3. Build the project 4. Open the built project in Xcode 5. Deploy to a device 6. Observe the device Actual result: The app crashes at startup Expected result: The app launches successfully to a sample scene Reproducible with: 6000.0.23f1, 6000.0.83f1, 6000.3.24f1, 6000.6.…

Retrieved 2026-11-10
Fixed crash in NativeSlice caused by 32bit integer overflow.
KernelFixUUM-154594
Fixed a crash on recent macOS versions that could occur when importing X.509 certificates.
macOSFixUUM-154511
Fixed the Editor slowing down in batch mode and automated test runs on macOS when one of its windows lost focus.
macOSFixWindows
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.
MonoSecurity
Stopped a crash when using a default GCHandle
Linked bug report
UUM-153835: Crash on "ves_icall_System_GCHandle_GetAddrOfPinnedObject" when calling "GCHandle.AddrOfPinnedObject()" on a default-initialized GCHandle

Reproduction steps: 1. Open the attached "IN-154843" project 2. In the menu bar, navigate to "Bug" > "Crash Editor" 3. Observe the crash Reproducible with: 6000.0.0f1 (7bea50d699a2), 6000.0.84f1, 6000.3.25f1, 6000.6.3f1, 6000.7.0b3, 7000.0.0a1 Reproducible environment: Ubuntu 24.04.5 LTS, Windows 11 (Reporter) Not reproducible environment: No other environments tested Workaround: Check "GCHand…

Retrieved 2026-11-10
MonoFixUUM-153835
Fixed an issue where a Play Mode Scenario with an additional Editor instance stayed in the "Deploying" state when using the Vulkan graphics API.
Linked bug report
UUM-154645: Play Mode Scenario stays in the "Deploying" state when entering Play mode with an additional Editor instance and the Vulkan graphics API

Reproduction steps: 1. Open the attached "IN-154918" project 2. In the menu bar, navigate to "Edit" > "Project Settings" > "Player", under "Other Settings", make sure "Vulkan" is first in the "Graphics APIs" list 3. Make sure "NewPlayModeScenario" is selected in the Play Mode Scenario dropdown next to the Play button 4. Enter Play mode 5. Observe the "Starting Scenario" status Actual result: T…

Retrieved 2026-11-10
MultiplayerFixUUM-154645
Reject TLS connections to servers using the compromised eMudhra certificates.
NetworkingFixUUM-158231
Unity Transport: Fix a small memory leak that would occur when creating TLS/DTLS sessions.
Linked bug report
UUM-151755: Memory leaks when destroying a TLS client in Unity Transport

How to reproduce: 1. Open the attached “IN-152098” project 2. Download the Memory Profiler package 3. Open Window->Analysis->Memory profiler 4. Select “Capture New Snapshot” 5. Open Window->General->Test Runner 6. Run the “UnityTlsServer_DestroyClientLeak” test 4-7 times 7. Repeat steps 3-4 8. Compare the two snapshots Actual result: Destroying a TLS client doesn't fully free the memory it all…

Retrieved 2026-11-10
NetworkingFixUUM-151755
Fixed a security vulnerability (CVE-2026-111497) that could allow remote code execution by updating the Node.js runtime used by the Package Manager to v24.22.1.
Package ManagerSecurity
Fixed Rigidbody.mass accepting a NaN value, which made the body pass through all colliders.
Linked bug report
UUM-154143: Rigidbody.mass accepts NaN and the body then passes through every collider, while the neighbouring velocity setters refuse NaN and say so

Steps to reproduce: Open the attached project "F41_NaNSetters" Open the menu QA > 1 - Rigidbody.mass NaN falls through colliders Observe the Console Alternatively, in any project: set Rigidbody.mass from a division like totalMass / childCount where both are zero, on a sphere with a collider, then drop it onto a ground collider and step the simulation. Actual results: Rigidbody.mass stores NaN …

Retrieved 2026-11-10
PhysicsFixUUM-154143
Added missing public argument validation for various Physics Core 2D methods.
Linked bug report
UUM-156367: Crash on MimallocAllocator::Allocate when CircleGeometry.ToPolygons and PhysicsComposer.AddLayer are called with a curveStride of NaN

How to reproduce: 1. Open the attached “IN-155847“ project 2. In the top Menu bar, click “Repro” > “1 - CircleGeometry.ToPolygons with curveStride NaN (CRASHES the Editor)” 3. Observe the crash Reproducible with: 6000.3.17f1, 6000.3.26f1, 6000.6.6f, 6000.7.0b4, 7000.0.0a8 Could not test with: 6000.0.84f1 (“Repro” Menu item would not appear), 6000.3.15f1 (could not solve errors from downgrading…

Retrieved 2026-11-10
Physics 2DFixUUM-156367
Fixed a crash or memory corruption that could occur after setting "PhysicsChain.friction", "PhysicsChain.bounciness", "PhysicsChain.frictionMixing" or "PhysicsChain.bouncinessMixing".
Physics 2DFix
Fixed deadlock in PreloadManager when taking Memory Profiler snapshot during load operation in progress
ProfilerFixUUM-143493
Fixed rendering errors that occurred in graphs using both keyword nodes and virtual texture sampling.
ShadergraphFixUUM-139845
Fixed Editor source builds failing on machines that use the Turkish region format.
Source Code BuildFixUUM-154501
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
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 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
Fixed RectMask2D softening the edges of clipped content when its softness is zero
Linked bug report
UUM-150815: Edges are softened when a RectMask2D with 0 softness is used

How to reproduce: Open the attached project “IN-152255” Open the “Assets/Scenes/RectMask2D_ClipEdgeAA“ scene Enter Play Mode Observe the Game View Actual result: Edges on the left most square are not white Expected result: Edges on all squares are white Reproducible with: 6000.0.0f1, 6000.0.82f1, 6000.3.23f1, 6000.5.11f1, 6000.6.0f1, 6000.7.0a6 Reproducible on: macOS 26.5.2 (M4 Max) Not reprod…

Retrieved 2026-11-10
uGUIFixUUM-150815
Fixed blurred text and content in elements with a filter, such as drop-shadow, when the panel scale is not a whole number.
Linked bug report
UUM-155009: Text is blurred in UI Toolkit when applying Drop Shadow filter

How to reproduce: Open the “IN-155178” project Open the “Assets/Scenes/SampleScene.unity” scene Observe Game view (enter Play mode if needed) Actual result: The text on the panel where the Drop Shadow filter is applied is slightly blurred Expected result: No text is blurred, as the Drop Shadow filter should only add a shadow to the element it is applied to Reproducible with: 6000.6.0a6, 6000.6…

Retrieved 2026-11-10
UI ToolkitFixUUM-155009
Fixed horizontal trackpad scrolling that barely moved or moved in the wrong direction in ScrollViews and list views that can only scroll horizontally.
UI ToolkitFixUUM-152573
Fixed multi-column list and tree views requiring Ctrl+click instead of Cmd+click to sort by multiple columns in Web builds running on macOS.
UI ToolkitFixmacOS
Fixed the action key of pointer, mouse, keyboard and navigation events being Ctrl instead of Cmd in Web builds running on macOS.
Linked bug report
UUM-153940: UIToolkit's PointerEvent.actionKey uses the 'Control' key instead of 'Command' when used in Web builds on MacOS

How to reproduce: Open the attached project “IN-153401” Build and run the project for Web Right click the button at the top of the Player with the ‘Command’ key pressed down on the keyboard Observe the Player Actual result: A plane does not appear at the bottom of the Player Expected result: A plane appears at the bottom of the player Reproducible with: 6000.0.0f1, 6000.0.85f1, 6000.3.25f1, 60…

Retrieved 2026-11-10
UI ToolkitFixmacOSUUM-153940
Fixed the Dynamic Atlas Viewer showing no atlas after the UI Toolkit Debugger window was recreated, such as when maximizing and restoring a docked window or toggling UI Toolkit Live Reload on the debugger.
Linked bug report
UUM-150663: UI Toolkit Debugger's Dynamic Atlas Viewer window does not display an atlas after it was Maximized

Steps to reproduce: Create a new project Open the UI Toolkit Debugger window (Window -> UI Toolkit -> Debugger) Select the Inspector window as the debugger's target Press the Texture Atlas Viewer button to open its window and dock it Switch the Debugger's target to SceneView (Or any other window that has an Atlas) Observe that the Atlas is displayed as expected Switch the Debugger's target bac…

Retrieved 2026-11-10
UI ToolkitFixUUM-150663
Fixed the Editor and Players hanging when a USS transition-timing-function declaration uses a value that is not a keyword, such as 5px.
Linked bug report
UUM-155159: Editor and built players hang indefinitely when a USS declaration gives transition-timing-function a non-keyword value

Steps to reproduce: Create a new project Add the attached freeze.uss to the project Add a UI Document to the scene and add freeze.uss to its stylesheets, or add the stylesheet to any EditorWindow's rootVisualElement Let the UI resolve its styles Actual result: The Editor stops responding and never recovers, and has to be force-quit. A built Standalone player hangs the same way during its first…

Retrieved 2026-11-10
UI ToolkitFixUUM-155159
Fixed the Select GameObject window silently ignoring Prefab picks in a second Inspector after swapping between Prefabs with different components.
Linked bug report
UUM-154149: "Select GameObject" window silently stops applying prefab selections when swapping between prefabs with different components in specific Inspectors

How to reproduce: Open the attached "IN-153731_repro.zip" project Open the “Main” scene Select the "GameObject 1" instance in the Hierarchy tab In the right-side Inspector tab, click the circle icon next to the Prefab field to open the Select GameObject window In the “Select GameObject” window, click "GameObject 2", then "GameObject 1", then "GameObject 2" (three clicks in total) Observe the p…

Retrieved 2026-11-10
UI ToolkitFixUUM-154149
Fixed "CommandBuffer: temporary render texture not found while executing" warnings on DX11 when Compatibility Mode is enabled and an Overlay Camera uses a different Renderer than its Base Camera.
Linked bug report
UUM-117369: "CommandBuffer: temporary render texture not found while executing" warning is shown when Compatibility Mode is enabled and Camera stacking is used

Reproduction steps: 1. Open the attached “IN-114477.zip” project 2. Make sure Compatibility Mode is enabled (Edit > Project Settings > Graphics > Render Graph > Compatibility Mode) 3. Open the “SampleScene” 4. Enter Play mode 5. Observe the Console Expected result: No warning Actual result: “CommandBuffer: temporary render texture not found while executing” warnings Reproducible with: 6000.0.3…

Retrieved 2026-11-09
Fixed the 2D Renderer creating a depth and stencil buffer in players when Disable Depth and Stencil Buffers is enabled in Player Settings.
Linked bug report
UUM-150232: Black screen is shown when Bloom is active with 2D Renderer

Steps to reproduce: 1. Open the attached project “IN-149644” 2. Build and Run for iOS 3. Launch the app on iPhone 4. Observe the screen Actual result: The screen after the launch screen stays black Expected result: The screen after the launch screen has a blue background Reproducible with: 6000.3.0a1, 6000.3.21f1, 6000.5.7f1, 6000.6.0b7, 6000.7.0a4 Not Reproducible with: 6000.0.81f1, 6000.2.0b…

Retrieved 2026-11-10
Fixed WASM_SIZE, wasmFileSize that is used in memory profiler
WebGPU: improve memory usage of uniform buffers and dynamic vertex buffers
WebGLFixUUM-152972
6000.7.0b77 shown
Fixed a crash when a Tilemap Prefab whose Scene instance has tile overrides was updated outside the Editor. (UUM-157167) First seen in 6000.7.0b6. Fixed in 6000.7.0b8.
2DKnown issueBlockerUUM-157167
Fixed an issue where a Tile's StartUp method modified the tile's prefab asset when five or more tiles were refreshed. (UUM-157629) First seen in 6000.7.0b6. Fixed in 6000.7.0b8.
2DKnown issueCautionUUM-157629
Fixed the Windows player crashing on quit when a UI Automation client (e.g. a screen reader) is running. (UUM-157903) Fixed in 6000.7.0b8.
AccessibilityKnown issueCautionWindowsUUM-157903
Multiplayer session disconnects after a delay when the application is backgrounded and resumed on Android device
AndroidKnown issueCautionUUM-158334
Fixed an issue where the Editor crashed on launch when the project was on an exFAT drive on macOS. (UUM-156738) Fixed in 6000.7.0b8.
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 PipelineKnown issueCautionmacOSUUM-156738
Fixed a fatal error in the Editor when an audio output device was reconnected after Unity failed to resume audio output. (UUM-158166) Fixed in 6000.7.0b8.
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
AudioKnown issueCautionUUM-158166
“Overflow in memory allocator. UnityEditor.GUIView:ProcessEvent (UnityEngine.EntityId,intptr,bool&)“ pop-up warning when opening a specific scene
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
Content BuildKnown issueCautionUUM-155070

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