Clear
Filters
251,901 matches
6000.7.0b7100 shown
Fix for iOS/visionOS build bloat caused by including ICU data as part of the IL2CPP distribution. (UUM-155494) First seen in 6000.7.0a6. Fixed in 6000.7.0b8.
EditorKnown issueCautioniOSVisionOSUUM-155494
Fixed an issue on macOS where dropping an asset dragged from the Project window only completed after the mouse moved again, and pressing Escape sometimes didn't cancel the drag. (UUM-157673) First seen in 6000.7.0b6. Fixed in 6000.7.0b8.
EditorKnown issueCautionmacOSUUM-157673
[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
Fixed managed stack frames in IL2CPP crash reports showing no file name or line number when Cloud Diagnostics crash reporting is enabled in non-development builds. (UUM-155430) Fixed in 6000.7.0b8.
Engine DiagnosticsKnown issueBlockerUUM-155430
Fixed player builds with Entities keeping unused assemblies, such as System.Text.Json, which increased the build size. (UUM-156976) First seen in 6000.7.0a4. Fixed in 6000.7.0b8.
EntitiesKnown issueCautionUUM-156976
Fixed a C++ compile error when user code calls RuntimeHelpers.InitializeArray with a field handle that does not come directly from an ldtoken. (UUM-154626) Fixed in 6000.7.0b8.
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
IL2CPPKnown issueCautionUUM-154626
[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
Reject TLS connections to servers using the compromised eMudhra certificates (CVE-2026-111943). (UUM-158231) Fixed in 6000.7.0b7.
NetworkingKnown issueCautionUUM-158231
Fixed worlds that use a world definition saved before "PhysicsWorldDefinition.bounceIterations" existed never bouncing. (UUM-158974) First seen in 6000.7.0b7. Fixed in 6000.7.0b8.
Physics 2DKnown issueCautionUUM-158974
AssetBundle MonoBehaviour shows as missing script in standalone Player when its assembly is loaded at runtime with Assembly.Load
Linked bug report
UUM-159333: AssetBundle MonoBehaviour shows as missing script in standalone Player when its assembly is loaded at runtime with Assembly.Load

How to reproduce: Open the attached "IN-152532" project Open Build Settings and switch the platform to Standalone (Windows or macOS) Build and run the "ReproScene" scene as a standalone Player Observe the logs of the Player Actual result: The MonoBehaviour from the AssetBundle does not bind to the script of the assembly loaded at runtime, so the component shows as a missing script Expected res…

Retrieved 2026-11-11
Scripting RuntimeKnown issueCautionUUM-159333
Crash on SessionState::SetFloat when closing the project
Scripting RuntimeKnown issueBlockerUUM-156589
Crash on UnityEngine.Serialization.SerializationBackendManagedCommands:ExecuteV2WriteStream when using typeof(T) in ISerializationCallbackReceiver.OnBeforeSerialize() of a struct<T>
Linked bug report
UUM-155957: Crash on UnityEngine.Serialization.SerializationBackendManagedCommands:ExecuteV2WriteStream when using typeof(T) in ISerializationCallbackReceiver.OnBeforeSerialize() of a struct<T>

How to reproduce: Open the attached “IN-155447” project Open the “TestCrash” scene Select the “TestCrash” GameObject in the Hierarchy Observe the crash Reproducible with: 6000.6.0a7, 6000.6.5f1, 6000.7.0b3 (d45e8f6ab798), 7000.0.0a1 Not reproducible with: 6000.0.84f1, 6000.3.26f1, 6000.6.0a6 Could not test with: 7000.0.0a2, 7000.0.0a4 (development versions) Fixed in: 7000.0.0a5 Reproducible on…

Retrieved 2026-11-10
SerializationKnown issueBlockerUUM-155957
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
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. (UUM-158401) Fixed in 6000.7.0b8.
SRP CoreKnown issueCautionUUM-158401
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
Crash on HierarchyGameObjectHandler::AddOrUpdateNodeTransformCallback when having Colliders on parent and child GameObjects and removing a Layout Group Component from the parent
Linked bug report
UUM-157935: Crash on HierarchyGameObjectHandler::AddOrUpdateNodeTransformCallback when having Colliders on parent and child GameObjects and removing a Layout Group Component from the parent

How to reproduce: Create a project of any type and make sure uGUI is installed Create an empty GameObject Drag the newly created GameObject to the Project window to create a Prefab Open the newly created Prefab Add a child GameObject with any type of Collider Add any type of Collider to the root GameObject Add any type of Layout Group Component to the root GameObject Undo the last change using…

Retrieved 2026-11-11
uGUI ControlsKnown issueBlockerUUM-157935
Projects built with Managed Stripping Level set to High no longer fail to start on CoreCLR. UnityLinker's getter and setter inlining could rewrite a property access into a direct field access that the runtime rejects, when the field was public but its declaring type was not visible to the calling code. (UUM-153308) First seen in 6000.7.0b4. Fixed in 6000.7.0b8.
UnityLinkerKnown issueCautionUUM-153308
Reduced JIT compile overhead by skipping JIT phase timing when runtime statistics are disabled.
MonoImprovement
Improved dragging the label of angle fields in the UI Toolkit Authoring inspector, which now moves one degree per pixel in every unit and keeps fractional values.
UI ToolkitImprovement
Added Depth Pyramid for GTAO in URP.
URPImprovement
Added: Added BuildAnalysisUtility.OpenWindow, which opens the Build Analysis window with a specific build selected.
Build PipelineAPI change
Added: Added ShortcutArguments.sourceEvent to get the event that triggered a shortcut.
EditorAPI changeUUM-153126
Added: Added iPhone 18 Pro, iPhone 18 Pro Max and iPhone Duo device generation enums and screen cutouts.
iOSAPI change
Added: Added "PhysicsDrawOverride" in "Unity.U2D.Physics.Editor", with "enabled", "settings", "defaultSettings", "changed", the "PhysicsDrawOverride.Settings" struct and the "PhysicsDrawOverride.OverrideOptions" flags, so editor tooling can read and write the Editor draw override. (UUM-157403) First seen in 6000.7.0a1.
Physics 2DAPI changeUUM-157403
Added: Added "PhysicsQuery.CircleAndCapsule", "PhysicsQuery.CircleAndSegment", "PhysicsQuery.CircleAndPolygon", "PhysicsQuery.CapsuleAndSegment", "PhysicsQuery.CapsuleAndPolygon" and "PhysicsQuery.PolygonAndSegment" so every pair of geometries can be queried in either order.
Physics 2DAPI changeUUM-157419
Added: Added "PhysicsWorld.disableDrawOverride" so a world always draws with its own draw settings while the Editor draw override is enabled. (UUM-157403) First seen in 6000.7.0a1.
Physics 2DAPI changeUUM-157403
Deprecated: Deprecated the "useScale" parameter of "PhysicsMath.GetRelativeMatrix2D", which had no effect; use the overload without it, or "PhysicsMath.GetRelativePose2D" to build a matrix with the scale you need.
Physics 2DBreakingUUM-157407
Changed: Selectable.s_Selectables changed from a Selectable array to List<Selectable>.
uGUIAPI changeUUM-150797
Deprecated: Selectable.s_SelectableCount is now deprecated. Use Selectable.allSelectableCount instead.
uGUIBreakingUUM-150797
Added: Added the PlayerLoop.PreUpdate.UIElementsPreparePanelRenderers player loop system, which attaches PanelRenderer content to its panel before Update.
UI ToolkitAPI change
Added: Added GameWindow API support for Windows.
WindowsAPI change
Fast Enter Play Mode is now the default for projects created with the "-createProject" editor command line argument, from script code and for projects without a ProjectSettings/EditorSettings.asset file. Affected projects will now default to the "Reload Scene Only" option when entering and exiting playmode in the editor rather than "Reload Domain and Scene". Existing projects are unaffected. For more information see the online documentation:
EditorChange
[Configuring how Unity enters Play mode](https://docs.unity3d.com/6000.7/Documentation/Manual/configurable-enter-play-mode.html)
ChangesChange
[Enter Play mode without domain reload](https://docs.unity3d.com/6000.7/Documentation/Manual/domain-reloading.html)
ChangesChange
[Domain and scene reload execution order reference](https://docs.unity3d.com/6000.7/Documentation/Manual/configurable-enter-play-mode-details.html).
ChangesChange
Bake Reflection Probes no longer bakes Custom reflection probes, because it replaced their cubemap with a generated one. To bake a Custom probe, use the Bake button in its Inspector.
Linked bug report
UUM-141083: An "Unknown reflection probe mode: 1" error is thrown when baking Realtime Reflection Probes

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

Retrieved 2026-11-11
GIChangeUUM-141083
Lightmapping.BakeReflectionProbe now returns false and logs an error for Realtime reflection probes instead of writing a cubemap.
Linked bug report
UUM-141083: An "Unknown reflection probe mode: 1" error is thrown when baking Realtime Reflection Probes

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

Retrieved 2026-11-11
GIChangeUUM-141083
Removed the Back To Front and Front To Back Render Face options from URP Shader Graphs. Shader Graphs and materials saved with these options now render front faces only.
ShadergraphBreaking
Changed Constant Physical Size panels to account for the Game view's Low Resolution Aspect Ratios setting when resolving scale.
UI ToolkitChange
The Editor theme style sheet is now applied to the root of the Editor window panel instead of EditorWindow.rootVisualElement, so it no longer appears in rootVisualElement.styleSheets.
UI ToolkitChange
The UI Builder canvas now zooms to fit the viewport and grows to its content the first time a document opens. (UUM-157282) First seen in 6000.7.0b7.
UI ToolkitChangeUUM-157282
Fixed "Strip 2D Unused Variants" stripping a Light 2D shader variant that is still in use, which made some 2D lights render magenta in Player builds when another light was culled. (UUM-154779) First seen in 6000.7.0b3.
Fixed an issue where a Point Light 2D lost its cookie sprite when a project saved in Unity 6.0 or 6.3 was opened in a newer version.
Linked bug report
UUM-156931: Point Light 2D loses its Cookie when a project saved in Unity 6.0 or 6.3 is opened in 6.5 or newer

Steps to reproduce: Open the attached project (saved in 6000.3.24f1) with 7000.0.0a8 and click Continue in the "Project Upgrade Required" dialog Open the "CookieUp" Scene Select "Point Light 2D with cookie" in the Hierarchy In the Inspector, open the kebab menu and select Debug Look at "Light Cookie Sprite" on the Light 2D component Actual results: "Light Cookie Sprite" is None (the cookie ref…

Retrieved 2026-11-10
Fixed an issue where a Tilemap did not instantiate the GameObjects of its tiles on every other scene load or Play mode entry. (UUM-155958) First seen in 6000.7.0b2.
Fixed an issue where rotating a multi-layer brush on a Hexagon Tilemap merged its Z layers and lost tiles.
Fixed case where crash with multiple stack traces when Sprites with a high resolution get Sliced to a Grid with a small cell size in the Sprite Editor.
Fixed crash in SpriteShapeUtility::PrepareSpriteShapeInputs when AngleRangeInfo.sprites contains an invalid index Note: Spriteshape package uses its own internal SpriteshapeGenerator and does not use UnityEngine.U2D.SpriteShapeUtility:Generate anymore. This will soon be deprecated. (UUM-156970) First seen in 6000.7.0b5.
Fixed GridLayout.GetBoundsLocal(Vector3Int) returning bounds that were not centered on the cell.
Fixed instanced sprite rendering producing incorrect results when a custom MaterialPropertyBlock is applied to a SpriteRenderer.
Fixed Light2D Shader Graphs gaining extra Normal, Tangent and Base Color blocks after the Material was changed in the Shader Graph Inspector. (UUM-153138) First seen in 6000.7.0b2.
Fixed shadows from a Shadow Caster 2D that uses a Collider 2D (for example a Tilemap Collider 2D) as its casting source flickering in the Scene and Game views.
Linked bug report
UUM-147033: ShadowCaster2D shadow flickers in the Editor's Scene and Game Views when Tilemap Shadow Caster's Casting Source is set to Tilemap Collider 2D

Steps to reproduce: Open the attached project Open the "Level" scene (Assets/Scenes/Level.unity) In the Hierarchy, select the "player_idle_0" Object Move cursor in and out of Scene or Game Views Observe the shadow cast by the "Ground" Tilemap (its ShadowCaster2D has Casting Source = Tilemap Collider 2D) Actual results: Lights flicker intermittently ignoring Shadow Casters Expected results: Lig…

Retrieved 2026-11-11
Fixed the Tile Palette Brush Pick Overlay scrolling back to the selected Pick when you resize the Picks. (UUM-147199) First seen in 6000.7.0a2.
Reduced CPU cost of 2D lights and shadow casters that do not use a custom material. (UUM-154097) First seen in 6000.7.0b1.
The Light 2D inspector now shows an error on Freeform lights when the 2D Common package (13.0.0 or newer) is not installed, since only the light's falloff edge renders without it.
The Search window no longer renders blank for a few seconds the first time it opens. (UUM-153914) First seen in 6000.7.0b2.
Undo and Redo now fully revert a pick in the Shadow Caster 2D Casting Source dropdown and the Light 2D Light Type dropdown, so the inspector shows the right fields.
Fixed the order of the two portal points returned for a NavMesh link, so that the first one is on the left and the second on the right also for a path that leaves the link. This applies to the results of NavWorld.GetPortalPoints and NavMeshQuery.GetPortalPoints.
Linked bug report
UUM-152707: NavWorld.GetPortalPoints() returns reversed left and right points between Link and Polygon

Steps to reproduce: Download the [Internal link] file, unarchive the project and open it. Open scene ShowPathCorridorDebug. Look at the green path drawn in the Scene view between objects Agent and FindPathExample. Alternative steps to reproduce: Create a scene with at least two NavMeshes connected through a NavMeshLink Use NavWorld to obtain a path between the two NavMeshes Use NavWorld.GetPor…

Retrieved 2026-11-11
Fixed a false-positive Java heap leak failure in the Android player-unloading integration test by excluding first-reload warmup from the baseline.
AndroidFixUUM-150246
Fixed an issue on OpenGL where Unity's render thread would attach/detach to the JVM multiple times in a frame, causing unnecessary allocations.
AndroidFixUUM-155309
Fixed an Editor crash in Transform when an asset reimport unloaded objects that were still loaded.
Asset ImportFixUUM-126651
Fixed default presets for importers provided by a built-in module, such as SVGImporter, no longer being applied after restarting the project.
Linked bug report
UUM-146265: SVGImporter preset added to the Preset Manager changes to a ScriptedImporter when restarting the project

How to reproduce: 1. Create a new project 2. Open the Preset Manager (Edit -> Project Settings -> Preset Manager) 3. Add the "SVGImporter" preset (press “Add Default Preset”, then search "SVG") 4. Close the project 5. Open the project again 6. Open the Preset Manager 7. Observe the Preset Manager Actual result: The "SVGImporter" has changed into a "ScriptedImporter" Expected result: "SVGImport…

Retrieved 2026-11-11
Asset ImportUUM-146265
Fixed the Linux Editor sometimes exiting while importing crunch-compressed textures, with "crn_threading_pthreads.cpp(194): Failure: semaphore: sem_wait() or sem_timedwait() failed" in the log. The crunch compressor treated an interrupted wait as a fatal error; it now retries the wait.
Linked bug report
UUM-150055: Editor aborts during asset import in the Crunch texture compressor (Linux, batch mode)

An issue has been found where the editor aborts with exit code 134 during the initial asset import. It always happens while a texture with crunched compression is being compressed. {{}} ./External/TextureCompressors/Crunch/crnlib/crn_threading_pthreads.cpp(194): Failure: "semaphore: sem_wait() or sem_timedwait() failed" Fatal error: Interrupted system call Caught fatal signal - signo:6 code:-6…

Retrieved 2026-11-11
Asset ImportFixLinuxUUM-150055
Fixed a crash when passing a non-importer Type to ArtifactKey and other AssetDatabaseExperimental APIs that take an importer type, which now throw an ArgumentException instead. (UUM-157001) First seen in 6000.7.0b5.
Asset PipelineFixUUM-157001
Fixed a regression where AssetDatabase.Refresh took longer when project settings had unsaved changes. (UUM-154819) First seen in 6000.7.0a4.
Asset PipelineFixUUM-154819
Fixed an issue where handlers subscribed to AssetDatabase.importPackageCancelled were never invoked. (UUM-155758) First seen in 6000.7.0b5.
Asset PipelineFixUUM-155758
Fixed warning saying added ScriptedImporter is not running out of process when it is. (UUM-153306) First seen in 6000.7.0a4.
Asset PipelineFixUUM-153306
Fixed Build And Run launching the player before the IPostprocessBuildWithReport and IPostprocessBuildWithContext callbacks had run.
Build PipelineFixUUM-154495
Fixed builds added to the build history while the Build Analysis window was closed not appearing in the build list when the window was opened.
Build PipelineFix
Fixed content directory builds reusing cached scenes after the version argument of a PostProcessScene attribute changed. (UUM-156335) First seen in 6000.7.0b4.
Build PipelineFixUUM-156335
Fixed content directory builds reusing cached shaders after the BuildCallbackVersion of an IPreprocessShaders or IPreprocessComputeShaders callback was increased. (UUM-155222) First seen in 6000.7.0b4.
Build PipelineFixUUM-155222
Fixed the Build Analysis inspector reopening on asset selection after being closed.
Linked bug report
UUM-154999: Inspector panel reopens when an Asset is selected after it was closed with the "Toggle Inspector" button in the Build Analysis window

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

Retrieved 2026-11-11
Build PipelineFixUUM-154999
Fixed the build count in the Build Analysis window footer not following the search filter. The footer now shows the number of matching builds while searching, and shows the build limit count only from 70% of the limit.
Linked bug report
UUM-150885: Build Analysis: Build count in the bottom left of the Build Analysis window does not update while searching

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

Retrieved 2026-11-11
Build PipelineFixUUM-150885
Don't hang the Editor when a previous bee_backend is still running.
Linked bug report
UUM-142773: Crash on mono_log_write_logfile when more than one copy of bee_backend is running

How to reproduce: Create a new URP project In the Player settings, change the Active Input Handling setting to any other option In the following prompt about restarting the Editor, select "accept" When the Editor loading window appears, close it by clicking x at the top right corner of the window Open the Windows task manager and type "bee" in the search bar Launch the project again and let th…

Retrieved 2026-11-09
Build SystemFixUUM-142773
Fixed a security vulnerability (CVE-2026-111497) in the Brotli decoder used by System.IO.Compression.BrotliStream and BrotliDecoder, where decoding untrusted data could allow remote code execution.
CoreCLRSecurity
Fixed errors being thrown when an empty texture is displayed in the Editor while using the Direct3D12 graphics API.
Linked bug report
UUM-144444: Errors are thrown when an empty texture is selected in Object Picker on DX12

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

Retrieved 2026-11-11
DX12FixUUM-144444
Handle out of memory on very large texture creations.
Linked bug report
UUM-157106: Crash on RenderSurfaceD3D12::CreateTextureD3D12Internal when creating a larger Render Texture than the maxGraphicsBufferSize

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

Retrieved 2026-11-10
DX12FixUUM-157106
The Editor no longer crashes with an out-of-memory failure or a GPU device reset when a single repaint renders a scene with extreme per-frame draw volume. Direct3D 12 now submits GPU work mid-frame once more than 1 GiB of upload scratch memory has accumulated; the threshold can be changed, or set to 0 to disable it, with the d3d12-scratch-flush-threshold boot config parameter. The first time a mid-frame flush runs, the Editor or Player log names that parameter.
DX12FixUUM-93272
Confirm with a dialog before assigning URP assets on the Create URP asset step. (UUM-154177) First seen in 6000.7.0b3.
EditorFixUUM-154177
Don't include the NET analyzers twice in Project Auditor code analysis. (UUM-156937) First seen in 6000.7.0b6.
EditorFixUUM-156937
Fixed "Start New Analysis" discard dialog shown when no report exists. (UUM-157415) First seen in 6000.7.0b6.
EditorFixUUM-157415
Fixed a camera with Target Eye set to None rendering with the XR eye texture's size and aspect ratio instead of the window's while an XR display is active.
EditorFixXRUUM-152503
Fixed a flaky Android startup integration test (AndroidInitActivity.TestStartup_ARM64IL2CPP) and re-enabled it. (UUM-153001) First seen in 6000.7.0b2.
EditorFixAndroidUUM-153001
Fixed a performance regression in the Editor when Material Variants were updated after a change to a parent Material. (UUM-154746) First seen in 6000.7.0a2.
EditorFixUUM-154746
Fixed an issue where Project Auditor showed the Optimization page and highlighted the wrong sidebar entry after starting an analysis from the Migrate to URP tab.
EditorFixUUM-155263
Fixed an issue where the Project Auditor Code view sometimes opened with only one assembly selected in the assembly filter, which hid issues in other assemblies. (UUM-156481) First seen in 6000.7.0b4.
EditorFixUUM-156481
Fixed hover events not firing when moving between adjacent links.
EditorFixUUM-156714
Fixed layout properties preview inspector window to use the same calculations as runtime layout.
EditorFixUUM-154313
Fixed Project Auditor reporting "CSC" as the location of assembly-level code findings when MSBuild compilation is enabled. (UUM-152890) First seen in 6000.7.0b1.
EditorFixUUM-152890
Fixed Project Auditor reporting absolute on-disk file paths instead of project-relative paths for symlinked packages when MSBuild compilation is enabled. (UUM-152886) First seen in 6000.7.0b1.
EditorFixUUM-152886
Fixed Project Auditor warning that suppressed Roslyn analyzer IDs with two letters, such as CA1016, were in the wrong format. (UUM-156940) First seen in 6000.7.0b6.
EditorFixUUM-156940
Fixed Project Auditor's Migrate to URP page listing shaders from Unity packages as issues that need manual review, which prevented the Fix Issues step from completing. (UUM-155718) First seen in 6000.7.0b3.
EditorFixUUM-155718
Fixed Project Auditor's shader analysis to exclude Unity compute shaders from user code scans.
EditorFixUUM-156745
Fixed the Game view rendering into its own render target, and the Editor becoming unresponsive, after the back buffer MSAA sample count changed.
Linked bug report
UUM-146735: Visual artifacts appear in the Game view when entering Play Mode in a Sub Scene

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Open package manager window and install Entities package 3. In Hierarchy window create New Sub Scene 4. Open New Sub Scene (Assets > Scenes > SampleScene > New Sub Scene.unity) 5. Save Modified Scene(s) 6. Enter Play Mode in New Sub Scene 7. Observe Game view Actual results: Visual artifacts are visible in the Game …

Retrieved 2026-11-11
EditorFixUUM-146735
Fixed the new Hierarchy not showing any game objects when entering an Avatar Configuration Stage.
Linked bug report
UUM-155256: Hierarchy window stays empty when entering Avatar Configuration with the new Hierarchy enabled

How to reproduce: Open the attached "IN-154894" project Note that Edit > Project Settings > Editor > Hierarchy > "Use Legacy Hierarchy" is unchecked In the Project window, open the "Assets/Scenes" folder and select the "Humanoid" model In the Inspector, open the "Rig" tab and press "Configure..." Observe the Hierarchy window Actual result: The Hierarchy window is empty and does not list the ch…

Retrieved 2026-11-10
EditorFixUUM-155256
Fixed the Project Auditor Migrate to URP sub-pages showing a blank page instead of the report unavailable message when the project uses HDRP or a custom render pipeline. (UUM-156280) First seen in 6000.7.0b3.
EditorFixUUM-156280
Fixed UI elements with a non-zero Z position disappearing in the Scene view when the camera gets close to them.
Linked bug report
UUM-142311: World Space UI element is invisible near the camera in Prefab Edit Mode when the Canvas has a non-default Z position

Steps to reproduce: Open the attached project “IN-141956” Open the “Canvas” prefab in Prefab Mode Set the Canvas Position Z from “0“ to “20“ Move the Prefab Mode camera close to the UI element from both sides Observe the UI element visibility Actual result: The UI element becomes unviewable from one side when the Prefab Mode camera is close to it, and becomes visible again when the camera is m…

Retrieved 2026-11-11
EditorFixUUM-142311
Fixed Undo behavior for Shader Variant Loading Settings Override toggle in Player Settings.
EditorFixUUM-152694
Fixed warnings when undoing "Auto Generate Animation" in Button.
EditorFixUUM-144075
Ixed selecting UITK shaders generating console warnings on macOS.
EditorFixmacOSUUM-154299
Offer Save when starting a new analysis from the Home page after analysis finished.
EditorFixUUM-153097

Pick your Unity version

Unity Releases compares releases against the version your project is on. Picking it now keeps Compare versions focused on what changes between where you are and where you might be going.