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6000.7.0b8100 shown
State transitions can now be started by holding Shift and clicking anywhere on a state, and the area around a state's edge where a transition can be started remains usable when zoomed out.
Graph ToolkitImprovement
Mesh-related memory should now be correctly labeled in the memory profiler
GraphicsImprovementUUM-126926
Search filters have fallback behavior when indexing isn't complete or available.
Linked bug report
UUM-142087: Opening Create New Shader Graph from the Output context menu causes a long delay before the content appears

Steps to reproduce: Create a new project Create > Visual Effects > Visual Effect Graph Create Simple Loop VFX Open newly created VFX Convert output context to Output Particle ShaderGraph Quad by right-clicking on Output > Convert Output Click button New... Actual results: Window content loads only when indexing has finished which takes up to several minutes Expected results: Window content loa…

Retrieved 2026-11-09
GraphViewImprovementUUM-142087
Reduced IL2CPP metadata size for type, field, property, and event definitions.
IL2CPPImprovement
Reduced peak memory consumption of il2cpp.exe.
IL2CPPImprovement
Reduced size of generated generic code.
IL2CPPImprovement
Reduced the metadata storage size of methods and parameters.
IL2CPPImprovement
Reduced the size of method definitions stored in metadata file.
IL2CPPImprovement
Debug.ClearDeveloperConsole now also clears errors that have not been displayed yet, so the developer console no longer reopens later showing already cleared errors.
IMGUIImprovement
Removed InputSystem gizmo / icons from scene view window.
Input SystemImprovement
Custom URL scheme deep links now notify native plugins on cold app launch when using the Swift trampoline, matching the existing warm-launch behavior.
iOSImprovement
Improved how DPI is calculated so that the fallback for unknown devices is more accurate.
iOSImprovement
Improved screen orientation handling on iOS so that the orientation reported by the operating system is used instead of inferring it from view dimensions.
iOSImprovement
Reduced memory consumption in Release builds. In Release builds, Profiler.GetTotalAllocatedMemoryLong() and Profiler.GetTotalReservedMemoryLong() now report the size the allocator actually reserved rather than the size that was requested, so a higher value than before does not mean that more memory is used.
iOSImprovement
Reduced JIT compile overhead by skipping JIT phase timing when runtime statistics are disabled.
MonoImprovement
Added a warning on the Multiplayer Center Quick Starts page reminding users that samples require the project to be linked to cloud services.
MultiplayerImprovement
Give GhostAuthoringComponent, GhostAuthoringInspectionComponent, and GhostAdapter AddComponentMenu paths under a shared "Multiplayer/" heading so they're discoverable in the Add Component menu (GhostAdapter's entry sits in the NETCODE_GAMEOBJECT_BRIDGE_EXPERIMENTAL branch).
Netcode for EntitiesImprovement
Improved source generator logging for long log lines.
Netcode for EntitiesImprovement
Analytics for .unityPackage signature at export time, from UI, API and CLI.
Package ManagerImprovement
Improved padding on some elements.
ParticlesImprovementUUM-149117
Added a drop-down offering the ability to switch between multi-threaded and single-threaded simulation under Project Settings -> Physics -> Settings -> GameObjects.
PhysicsImprovementUUM-144574
Added two buttons for collider components: "Fit to Self" and "Fit to Children".
PhysicsImprovement
Added "PhysicsShape.SetBatchGeometry()" method overloads to allow multiple shapes to be set to a single geometry or multiple individual geometries. This includes support for "CircleGeometry", "CapsuleGeometry", "PolygonGeometry", "SegmentGeometry" and "ChainSegmentGeometry".
Physics 2DImprovement
Added a "Make Asset" button to the empty Physics Core 2D project settings property, which creates a new PhysicsCoreSettings2D asset via a save dialog and assigns it.
Physics 2DImprovement
Added a dedicated ProfilerCategory.PhysicsCore2D profiler category. The PhysicsCore2D markers report under it.
Physics 2DImprovement
Added a simple "owner" getter property that aliases the "GetOwner()" method for PhysicsWorld, PhysicsBody, PhysicsShape, PhysicsChain and every joint type.
Physics 2DImprovement
Changed chain-segment ghost edges to draw as dimmed lines.
Physics 2DImprovement
Changed joint drawing to a uniform scheme of an anchor line, anchor points and a spring target marker, with configurable world draw colors.
Physics 2DImprovement
Changed the default DrawOption for a new PhysicsCoreSettings2D asset to "Default Selected" instead of "Default All".
Physics 2DImprovement
Enabled PhysicsDistanceDefinitionJoint.autoDistance by default.
Physics 2DImprovement
If the physics simulation produces a PhysicsBody transform with either NaN or Infinite values due to an unstable simulation then, if the body is writing to transforms, it is immediately disabled and its owner name (GameObject, Component or Transform) reported to the console with no transform writing done. This stops the Transform from containing invalid values and reports the identity of the object in question exactly when it occurs.
Physics 2DImprovement
Improved Physics Core 2D contact solver performance.
Physics 2DImprovement
Improved the Physics Outline Sprite Editor algorithm which now produces sprite contours that are more efficient for physics, avoiding collinearity and now uses vertex-spacing rules alongside minimal decomposition area and has sub-pixel accuracy. The overall improvement is a better default guess at the outlines and holes formed from a sprite.
Physics 2DImprovement
Improved the PhysicsCore2D SDF debug-draw shaders for better overall performance, per-pixel accuracy, and reduced aliasing when viewing at low angles.
Physics 2DImprovement
Increased the PhysicsWorld.DrawThickness maximum from 5 to 10 pixels.
Physics 2DImprovement
Merged the Physics Core 2D project-settings pages into a single page and the settings asset Inspector now shows the full settings for direct editing.
Physics 2DImprovement
PhysicsBody.SetBatchTransform() now has an additional "bool writePoses" flag to control if the Unity Transform are written to after the PhysicsBody poses are updated.
Physics 2DImprovement
PhysicsEvents of ContactBeginEvent, ContactEndEvent, TriggerBeginEvent and TriggerEndEvent can now be collated to produce a single Begin and End callback pair rather than multiple per-shape. This is critical to allow for "collider-style" callback behaviour where a logical group of shapes reports as a single compound shape.
Physics 2DImprovement
PhysicsJoint definitions now display as grouped, collapsible sections in the Inspector. Property drawers organize each definition into Anchors, Spring, Motor, Limit, Thresholds, Tuning and Drawing, so a definition reads as a handful of rows instead of a long flat list.
Physics 2DImprovement
PhysicsSpace now has several batch getter/setter methods to reduce round-trips from the engine including "SetBatchProxyAABB()", "GetBatchProxyAABB()", "GetBatchProxyCategories()", "GetBatchProxyUserHandle()" and "GetBatchProxyShapes".
Physics 2DImprovement
PhysicsSpace now has the ability to specify a bound world with "PhysicsSpace.Create(PhysicsWorld)". With a world bound, PhysicsShape can be synchronized with "PhysicsSpace.SyncShapes()" overloads.
Physics 2DImprovement
The PhysicsHingeJoint no longer draws redundant circles at its anchor points. No other joint does this.
Physics 2DImprovement
Updated PhysicsCoreSettings2D asset icon.
Physics 2DImprovement
PhysicsFixedJoint now uses a separate solving path when both the linear and angular frequencies are set to zero indicating full stiffness. This has always been a special set of values but now is much stiffer removing visible "ringing" artifacts when the bodies are relatively far apart and changing in both position and rotation.
Physics 2DImprovement
The PrefabImporter can now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.
PrefabsImprovement
Added Vulkan graphics backend support to the GPU Profiler.
ProfilerImprovement
Improved native memory attribution so several kernel, plugin and file system allocations are reported against a named root instead of Unrooted in the Memory Profiler.
ProfilerImprovementUUM-126921
Reduced GC.Alloc hook overhead when profiler is disabled or there are no active ProfilerRecorders for GC.Alloc metric.
ProfilerImprovementUUM-146629
Improved our Lifecycle system to allocate less memory on hot paths.
ScriptingImprovementUUM-148725
Surface assembly references from the MSBuild compilation pipeline.
ScriptingImprovement
Gave subgraph node dropdowns an opaque background.
Linked bug report
UUM-143563: “Layer” container in the Layer Standard Node is missing background color

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Create new Shader Graph Asset in Project window (right-click > Create > Shader Graph > Lit Shader Graph) 3. In Shader Graph window create “Layer Standard” Node 4. Observe the “Layer” section in the Node Actual results: “Layer” container is missing background color and is transparent Expected results: “Layer” contain…

Retrieved 2026-11-09
ShadergraphImprovementUUM-143563
Improved padding on inline sliders.
Linked bug report
UUM-143533: Float with the "Disable Connector" enabled and "Slider" mode has inconsistent padding in the Subgraph Node

How to reproduce: 1. Create a new HDRP project 2. In the Project window, right-click -> Create -> Shader Graph -> Sub Graph 3. Add the Float variable 4. In the variable Inspector, enable the "Disable Conector" and change the mode to "Slider" -> Save 5. In the Project window, right-click -> Create -> Shader Graph -> Any Shader Graph 6. Add the Sub Graph to the Shader Graph and observe the resul…

Retrieved 2026-11-09
ShadergraphImprovementUUM-143533
Shader graphs with long path names should now open correctly.
Linked bug report
UUM-142738: "DirectoryNotFoundException" is thrown and Shader Graph does not open when opening a .shadegraph from a long path

Steps to reproduce: Create a new 3D URP project In the Project window, create folder with a lot of characters (e.g. "TestShaderGraphMaxLength") Inside of the folder, create another folder and continue doing that until the path is long: Assets/TestShaderGraphMaxLength/TestShaderGraphMaxLength/TestShaderGraphMaxLength/TestShaderGraphMaxLength/TestShaderGraphMaxLength/TestShaderGraphMaxLength/Tes…

Retrieved 2026-11-09
ShadergraphImprovementUUM-142738
Suppress superfluous warning messages when slot count changes from keyword/dropdown properties.
Linked bug report
UUM-143642: Removing an Enum Property Entry while the Node is in the workspace throws "Removing Invalid MaterialSlot" warning

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Create new Shader Graph Asset in Project window (right-click > Create > Shader Graph > Lit Shader Graph) 3. In Shader Graph window > Blackboard > create Enum property 4. Drag Enum Property to the workspace 5. While Enum property is selected in Blackboard, find Entries section in Graph Inspector > Graph Settings 6. P…

Retrieved 2026-11-09
ShadergraphImprovementUUM-143642
The editor console and shader inspector now emit warnings when invalid KEYWORD_TYPE_FLAG keywords are detected.
ShadersImprovement
Updating unlisted shader properties via Material Set[Type] APIs mark the material dirty.
ShadersImprovement
Added the IRenderGraphPassData interface that allows users to implement a Reset() method in their render graph pass data to clean up PassData object before they enter the object pool.
SRP CoreImprovement
Improved RgbToHsv accuracy.
SRP CoreImprovementUUM-148848
Render Graph Viewer - Allow opening the C# code and line where a texture was imported or created.
SRP CoreImprovement
The TextScriptImporter can now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.
TextImprovement
The TrueTypeFont importer can now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.
TextImprovement
Improved how uGUI handles mesh data to reduce general overheads from uGUI Graphic objects.
uGUIImprovement
Improved the tween engine with performance optimizations. Removed duplicate tween engine implementations from the TMP assemblies.
uGUIImprovement
Added a one-time scan that lists themes affected by the theme priority change, with a report file written to Logs/ and an on-demand scan button in Project Settings > UI Toolkit.
UI ToolkitImprovement
Added a warning when a theme style sheet is imported by a regular style sheet, since the theme's priority does not apply in that case.
UI ToolkitImprovement
Added nested formats to the Smart Strings time formatter, so a nested list format can choose the separators between time units. The time formatter also accepts a DateTime or DateTimeOffset without format text.
UI ToolkitImprovement
Added Prepare Panel Renderers and Update Panel Renderers charts to the UI Toolkit Profiler module, which show the time spent processing Panel Renderer components, including UI reload callbacks.
UI Toolkit
Improved accuracy of time measurements in USS Stats window (experimental).
UI ToolkitImprovement
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
Improved main scene editing Overrides menu.
UI ToolkitImprovement
Improved performance and memory usage of VisualElement class list.
UI ToolkitImprovement
Improved Smart Strings: plural formatting now works for languages without plural forms and for a count of two in French, conditional formats read numbers the same way in every culture, and dictionary lookups follow the case-sensitivity setting.
UI ToolkitImprovement
Improved style sheet import diagnostics: an @import placed after style rules now produces a warning explaining that its position does not affect selector priority.
UI ToolkitImprovement
Improved the performance of cloning UXML documents that instantiate templates.
UI ToolkitImprovement
Improved Theme Style Sheet (.tss) references so newly written USS imports use GUID-based asset URIs, preventing references from being lost when the USS file is renamed or moved. Existing hand-authored relative imports remain supported, and users who prefer relative paths can still hand-edit them after saving.
UI ToolkitImprovementUUM-128489
Improved USS selector matching performance for complex selectors and for elements that match many selectors in the same stylesheet.
UI ToolkitImprovement
Reduced the amount of memory each VisualElement uses.
UI ToolkitImprovement
Reduced the GPU memory used to render elements with the filter style property.
UI ToolkitImprovement
Shader Graph support for UIToolkit Filters.
UI ToolkitImprovement
Improved the performance of undoing and redoing reparenting actions in deep and wide hierarchies.
Undo SystemImprovement
Improved query performance for Collector Types (Any, Closest, All) for query types: Raycast, ColliderCast, Point Distance and Collider Distance, when casting against a MeshCollider. Improvement is particularly observable with Burst enabled.
Unity PhysicsImprovementUUM-146273
ScheduleUpdateBroadphase previously overwrote the dynamic-tree update's JobHandle with the static-body change-check handle before scheduling the static-tree update, dropping the dynamic-tree job from the dependency chain, which can cause job safety errors when invoking Unity.Physics systems manually (for example; as is done by Netcode for Entities).
Unity PhysicsImprovement
Added contact hardening (distant-dependent reflections) to Screen Space Reflections for URP. This is controlled by 2 new settings: Contact Hardening Scale and Contact Distance Bias.
URPImprovement
Added Depth Pyramid for GTAO in URP.
URPImprovement
Removed the Visual Scripting package from the 3D URP template to improve Editor startup time.
URPImprovement
Rendering Debugger - Frame Settings - Improved the messaging on Frame Settings, and improved how the configured data is shared among multiple scene cameras.
URPImprovementUUM-141008
Reduced memory consumption in Release builds. In Release builds, Profiler.GetTotalAllocatedMemoryLong() and Profiler.GetTotalReservedMemoryLong() now report the size the allocator actually reserved rather than the size that was requested, so a higher value than before does not mean that more memory is used.
VisionOSImprovement
Reduced memory consumption when UnityDefaultAllocator is used in Release builds. Profiler.GetTotalAllocatedMemoryLong() and Profiler.GetTotalReservedMemoryLong() now report the size the allocator actually reserved rather than the size that was requested when UnityDefaultAllocator is used in Release builds, so a higher value than before does not mean that more memory is used.
WebImprovement
Improved performance of issuing async reads with DirectStorage.
WindowsImprovement
Improved performance on loading archive files with DirectStorage enabled.
WindowsImprovement
NVUnityPlugin.pdb is now available inside the Unity installation on disk and on Unity's symbol server.
WindowsImprovementServer
Graphics: Allow shader permutation to persist during building, allowing non-shadowed stencil deferred lights to avoid expensive shadowing calculations.
XRImprovement
Graphics: Improved GPU performance of stencil deferred point and spot light draws by specializing the per-light fragment shader per light type, letting point lights skip cone-angle math and spot lights skip a runtime shadow-map-face branch.
XRImprovement
Graphics: Reduced GPU frame time on Quad Views by reprojecting the outer pass's motion vectors into the inner pass instead of rendering its own motion vector pass.
XRImprovement
Improved GPU performance when QuadViews are enabled in Deferred rendering (when not using SpaceWarp) via reducing the amount of redundant geometry rendering in the focus-inner region during the low-resolution periphery pass.
XRImprovement
QuadViews: Allow LUT information to be reused within inner/outer views.
XRImprovement
QuadViews: Defer the submission of render commands to the final inner quad view pass to improve XR CPU performance.
XRImprovement
When the foveated rendering feature is enabled, avoid applying unnecessarily to the FinalBlit pass and allow skipping foveated rendering in the FinalBlit and UberPostProcess passes in URP when requested by the XR provider plugin.
XRImprovement
Changed: Added Render Shader User Value (RSUV) support to intermediate renderers.
2DAPI change
Changed: Moved EntityIdTileUtility from the UnityEditor.Tilemaps.Experimental namespace to UnityEditor.Tilemaps.
2DAPI change

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