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Multiplayer: Play Mode Scenarios window's selection highlight extending past the list divider after the window was reopened at a large size.
Linked bug report
UUM-137539: Play Mode Scenario selection/highlight is too long and out of its bounds when the Play Mode Scenario window is opened after maximizing

Steps to reproduce: Create a new Unity project using the Universal 3D template Open the Multiplayer Center window (Window > Multiplayer > Multiplayer Center) Choose the Adventure Genre Select "2" for Number of Players per Session Click the "Install Packages" button Click the "Default" dropdown next to the Play Mode button and select "Configure Play Mode Scenarios" Maximize the Play Mode Scenar…

Retrieved 2026-11-11
EditorFixUUM-137539
Multiplayer: The Play Mode instances status dropdown no longer opens an empty list when the active Scenario configuration is invalid, and now explains that the Scenario needs to be set up.
Linked bug report
UUM-151775: “Instances Status” dropdown shows empty list when no Build Profile is set for Local Instance of the active Play Mode Scenario

Reproduction steps: 1. Create a new project 2. Install Multiplayer Play Mode package (Window > Package Management > Package Manager > Unity Registry) 3. Open Play Mode Scenarios window (Window > Play Mode > Scenarios) and create a new Scenario 4. Add Local Instance to the newly created Scenario 5. Select the newly created Scenario as active Scenario 6. Click the “Idle” dropdown in the toolbar …

Retrieved 2026-11-10
EditorFixUUM-151775
Offer Save when starting a new analysis from the Home page after analysis finished.
EditorFixUUM-153097
OnCodeLoaded Scripting API documentation updated
EditorFix
Optimised rendering of scene view gizmos when selecting a rect transform.
EditorFix
Prevent crashes in the Hierarchy when transforms have null game objects.
EditorFixUUM-159210
Print an error when we encounter a malformed default reference.
EditorFixUUM-156836
Project Auditor: add OnRenderImage to list of known MonoBehaviour methods.
EditorFix
Project Auditor: allow users migrating to URP to select their target pipeline, and run converter issues without using the separate UI window.
EditorFixUUM-151636
Project Auditor: always start at the Summary screen when opening the window.
EditorFixUUM-138137
Project Auditor: correctly recognize good URP quality asset settings.
EditorFixUUM-151717
Project Auditor: De-duplicate code issues when using MSBuild to analyze both Editor and Player configurations.
EditorFixUUM-152961
Project Auditor: Direct users to the new Build Analysis window, to avoid showing stale data within Project Auditor.
EditorFixUUM-148130
Project Auditor: Direct users to the new Build Analysis window.
EditorFixUUM-142324
Project Auditor: Direct users to the new Build Analysis window.
EditorFixUUM-154222
Project Auditor: Don't report already-converted items in the URP migration wizard.
EditorFixUUM-152949
Project Auditor: don't show blank group when Target Framework version is unknown.
EditorFixUUM-154764
Project Auditor: Drop PAC3000. Use the Code Quality codes instead.
EditorFixUUM-152889
Project Auditor: ensure GameObject issues have a Location assigned.
EditorFix
Project Auditor: Ensure ignoring issues in one page does not impact other unrelated pages.
EditorFixUUM-149142
Project Auditor: Ensure obsolete API upgrade detection works on methods.
EditorFixUUM-143475
Project Auditor: ensure UI correctly pluralizes "seconds" when listing analysis times.
EditorFixUUM-155736
Project Auditor: Fix "Export: All" to export all items.
EditorFixUUM-145624
Project Auditor: Fix conflicting read/write mesh advice.
EditorFixUUM-143289
Project Auditor: Fix CoreCLR migration sentence.
EditorFixUUM-151872
Project Auditor: Fix main docs URL.
EditorFixUUM-158435
Project Auditor: fix tree view scrollbar to remain constant when selection changes.
EditorFixUUM-147228
Project Auditor: fix URP scanning via blocking Audit script call.
EditorFixUUM-153070
Project Auditor: Fixed a NullReferenceException thrown when a null rule list, or a list containing a null Rule, was passed to AnalysisParams.WithAdditionalDiagnosticRules.
EditorFixUUM-150696
Project Auditor: Fixed test assemblies that use the UNITY_INCLUDE_TESTS define constraint not being recognized as test assemblies, so they were analyzed when the Tests area was disabled.
EditorFixUUM-157445
Project Auditor: Hide report info for unusable URP Migration reports.
EditorFixUUM-155528
Project Auditor: Hide report info for unusable URP Migration reports.
EditorFixUUM-157912
Project Auditor: initial support for Code analysis when using MSBuild.
EditorFixUUM-152875
Project Auditor: Loading a report scanned for the other URP renderer no longer treats a finished migration as incomplete.
EditorFixUUM-157913
Project Auditor: preserve UI selections across Domain Reloads.
EditorFixUUM-151301
Project Auditor: preserve user globalconfig files during Code Analysis.
EditorFixUUM-156838
Project Auditor: remember expanded state in the issue tables.
EditorFixUUM-147207
Project Auditor: Remove unused variable that was contributing to domain reload time.
EditorFixUUM-155384
Project Auditor: Rename an URP Quick Fix button to "Review in Converter", to better match its functionality.
EditorFixUUM-153085
Project Auditor: Show information about all issues on URP Migration Summary page.
EditorFixUUM-152854
Project Auditor: Split Migrate to URP step 3 into 2 stages: analysis and fix issues.
EditorFixUUM-159566
Project Auditor: Split Migrate to URP step 3 into 2 stages: analysis and fix issues.
EditorFixUUM-159567
Project Auditor: standard UI for summary screen issue breakdown charts.
EditorFixUUM-159723
Project Auditor: Support RSP files when performing Code analysis.
EditorFixUUM-147287
Project Auditor: Suppressed .NET code quality rule IDs (CAxxxx) are now removed from the report when analyzing code with MSBuild.
EditorFixUUM-156995
Project Auditor: The BinaryFormatter is incompatible with CoreCLR so we want to flag it in the migration view.
EditorFixUUM-156484
Removed empty parentheses from SRP Batcher compatibility reason in the shader Inspector.
EditorFixUUM-152574
Skip drawing fully transparent gizmos lines when RectTransforms are selected
EditorFixUUM-156679
Skip post-build audit when Project Auditor Rules package isn't installed
Linked bug report
UUM-152518: "InvalidOperationException" is thrown after every build when "Log number of issues after Build" is enabled even though Project Auditor is not used

Steps to reproduce: Create a new 3D URP project Open Edit > Preferences > Analysis > Project Auditor Enable "Log number of issues after Build" property Build the project with any empty scene Observe the Console after build Actual results: "InvalidOperationException: Install the Project Auditor Rules package before using Project Auditor" error is thrown after each build Expected results: No err…

Retrieved 2026-11-10
EditorFixUUM-152518
Stop missing animation trigger warnings being logged on every transition, on every keystroke of invalid transition names.
EditorFixUUM-144071
The label for the Edit Bounds button on the Skinned Mesh Renderer component is now indented correctly.
EditorFix
The Platform Browser now requires the package licenses to be agreed to before a build profile can be created.
EditorFixUUM-153301
Updated Content Directories to take Application.backgroundLoadingPriority into account when loading
EditorFixUUM-154823
Updated included VCRedist to 14.51.36247 for the Windows Editor.
EditorFixWindowsUUM-156578
Updated TMP assets to make the assets compatible with ATG and reduce the default build size.
EditorFixUUM-154834
Volume Profile Editor - Reset was invalidating the UI. Recreate the UI when needed.
EditorFixUUM-150343
When graphics jobs is enabled the Editor now draw renderers whose shader variant compiled during the frame. Asset previews and one-shot renders which were previously blank due to a missing shader should now draw as expected via the SRP Batcher fallback path
EditorFixUUM-147205
[Android] Display an error informing users of the reason a device went offline during apk installation on Unity 7.0.
EditorFixAndroidUUM-151550
[Android] Fix On Demand Rendering frame and pacing times.
EditorFixAndroidUUM-147724
GLES: Fix ScreenSpaceOverlay UI too dark with forceSRGBBlit
EmbeddedLinuxFixUUM-147345
ANR reports are now attributed to the last session of the process that stopped responding.
Engine DiagnosticsFixUUM-157717
Fixed a possible crash when a crash report was logged from a worker thread while the Engine Diagnostics configuration was being applied.
Engine DiagnosticsFixUUM-158113
Fixed an issue where Engine Diagnostics events and exception reports did not report the scene that was active when they occurred, for example after the active scene changed through SceneManager.SetActiveScene or SceneManager.MergeScenes.
Engine DiagnosticsFix
Fixed Android apps reporting an extra session at launch, which ended the first session with an invalid timestamp.
Engine DiagnosticsFixAndroidUUM-157715
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.
Engine DiagnosticsFixUUM-155430
Fixed a bug where a scene's GameObjects would disappear from the Hierarchy window after exiting Play mode when a SubScene referenced the same scene.
Linked bug report
UUM-148713: GameObjects no longer appear in Hierarchy V2 when reopening a Scene that was streamed as an Entity Scene during Play mode

How to reproduce: Open the attached “IN-149292_repro” project Open “TestEnvLevel2” Scene and observe the GameObjects in the Hierarchy tab Open “Launcher” Scene Enter Play mode and wait until the Game view loads completely Exit Play mode Open the “TestEnvLevel2” Scene and observe the result in the Hierarchy tab Actual result: The Scene’s GameObjects are not displayed in the Hierarchy tab, altho…

Retrieved 2026-11-10
EntitiesFixUUM-148713
Fixed an ArgumentNullException during Sub Scene import after clearing the Scene Asset of a Sub Scene.
EntitiesFix
Fixed an entity sometimes showing the name of a previously destroyed entity that reused its index, and fixed the live baking diff reporting a name change when nothing had changed.
EntitiesFixUUM-146522
Fixed an integer overflow when an Entities allocator budget is set close to 2 GB.
EntitiesFixUUM-155036
Fixed an InvalidOperationException when searching by component type in the Hierarchy window while a SubScene is loading.
Linked bug report
UUM-142749: InvalidOperationException error gets thrown when domain reloads while filtering entities components

Steps to reproduce: 1. Open the attached “IN-143441_BugReporting.zip“ project 2. Open the “Scene” scene 3. If not enabled, enable Hierarchy V2 (Unity → Settings → General) 4, In the Hierarchy search field, enter “t:LocalTransform” 5. Enter Play Mode 6. Observe the Console window Actual result: InvalidOperationException error gets thrown in the Console Expected result: No errors are thrown Repr…

Retrieved 2026-11-09
EntitiesFixUUM-142749
Fixed an issue where rebuilding an unchanged project produced different content archives, causing published remote content to be downloaded again.
Linked bug report
UUM-151571: ECS content builds produce non-deterministic RemoteContent files when consecutively building and publishing unchanged assets

How to reproduce: Open the attached “IN-149444_repro.zip” project Navigate to File -> Build Profiles -> Switch Profile → Build Select the “Builds/Test_Build” folder Navigate to Assets -> Publish -> Existing Build Select the “Builds/Test_Build” folder Rename the generated “Windows-RemoteContent” folder to “Windows-RemoteContent-Old” Navigate to File -> Build Profiles -> Build Select the “Builds…

Retrieved 2026-11-10
EntitiesFixUUM-151571
Fixed an issue where the authoring representation of an object would be shown instead of the runtime representation, when selecting the object through Entities Hierarchy.
Linked bug report
UUM-152665: Inspector window shows the authoring prefab instead of the entity's components when selecting an entity in the Entities Hierarchy window

How to reproduce: 1. Open the attached “IN-149509” project 2. In the Project window, open the "Assets/Repro/ReproScene" scene 3. In the Hierarchy window, enable “ReproSubScene” 4. Enter Play Mode 5. In the Entities Hierarchy window (Window → Entities → Hierarchy), select "ReproSpawner" 6. Observe the Inspector window Actual result: The Data Mode switch is not drawn in the Inspector window and …

Retrieved 2026-11-10
EntitiesFixUUM-152665
Fixed changing the unit of an Entities allocator budget in Memory Settings resetting the value to 1 MB.
EntitiesFixUUM-155118
Fixed EntityManager methods, component lookups and EntityCommandBuffer playback silently reading and writing an entity that belongs to another world; such an entity is now treated as not existing in this world.
EntitiesFix
Fixed GameObjects in an open SubScene disappearing from the Hierarchy window after the SubScene GameObject was disabled and enabled.
Linked bug report
UUM-154731: Sub Scene GameObjects disappear from the Hierarchy after disabling and enabling an opened Sub Scene GameObject

Reproduction steps: 1. Create a new project 2. Install the "Entities" package (Window > Package Management > Package Manager) 3. Create a Sub Scene in the Hierarchy (GameObject > New Sub Scene > Empty Scene...) 4. Right-click the newly created Sub Scene in the Hierarchy and any GameObject under it (e.g. 3D Object > Cube) 5. Save changes 6. Select the Sub Scene GameObject in the Hierarchy and m…

Retrieved 2026-11-10
EntitiesFixUUM-154731
Fixed IDebugOnAdded callbacks receiving default values instead of the actual component value, and fixed ECB.Instantiate not firing OnAdded callbacks.
Linked bug report
UUM-145910: The "ref" input argument in IDebugOnAdded and IDebugOnRemoved does not reflect the component values set in the AddComponentData call

Reproduction steps: Open the attached “IN-146662” project Enter Play mode Observe the Console window Actual Result: An “Added 0, EXPECTED 1 or 2 from AddComponentData call” message is logged Expected result: The message says that 1 or 2 were added Reproducible with: 6000.6.0b1, 6000.7.0a1 Couldn’t test with: 6000.0.77f1, 6000.3.18f1, 6000.5.0b11 (IDebugOnAdded and IDebugOnRemoved do not exist)…

Retrieved 2026-11-09
EntitiesFixUUM-145910
Fixed memory corruption in Players without safety checks when an Entities allocator budget is used up.
EntitiesFixUUM-155107
Fixed player builds with Entities keeping unused assemblies, such as System.Text.Json, which increased the build size.
EntitiesFixUUM-156976
Fixed the "archetypes", "archetype budget" and "query budget" labels in the Entities Memory Profiler module not being localized.
EntitiesUUM-155010
Fixed the Components list staying hidden for every archetype in the Entities Memory Profiler module after a World row was selected.
EntitiesUUM-154785
Fixed the Entities allocator budgets in Memory Settings not being applied in Edit Mode and during baking.
EntitiesFixUUM-155114
Fixed the Entities Memory Profiler module showing budget percentages with a space before the percent sign.
EntitiesUUM-155020
Fixed the entity differ missing changes in dynamic buffer elements after the first one when using referential equality.
EntitiesFix
Fixed the entity differ reporting a component as changed when only its padding bytes differed.
EntitiesFix
Fixed unsaved changes in a Sub Scene being lost when changing its Scene Asset and pressing Cancel in the save prompt.
EntitiesFix
Fixed unsaved changes in a Sub Scene being lost without a save prompt when a duplicate Sub Scene that references the same scene was deleted or had its Scene Asset changed.
Linked bug report
UUM-154590: Unsaved changes in a Sub Scene are lost without a save prompt when a Sub Scene GameObject referencing it is deleted

How to reproduce: 1. Create a new project 2. Install the "Entities" package (Window > Package Management > Package Manager) 3. Create two Sub Scenes, "SubScene1" and "SubScene2", and add a few GameObjects to "SubScene2" 4. Save changes 5. Rename one of the GameObjects in "SubScene2" and do not save 6. In "SubScene1", create an empty GameObject, add a "Sub Scene" Component and set its Scene Ass…

Retrieved 2026-11-10
EntitiesFixUUM-154590
Fixed EntityManager.Debug.IsSharedComponentManagerEmpty returning true while unmanaged shared component values were still in use.
EntitiesFix
Fixed GC allocations in Surface Cache GI when many entities are spawned or change materials in the same frame.
Entities GraphicsFixUUM-154447
Fixed instances in a subscene not rendering in the Player after another subscene that uses the same meshes and materials was unloaded.
Linked bug report
UUM-124966: Instances of static objects are not loaded when the static objects are disabled in the Player

Repository: unity/unity How to reproduce: 1. Open the “bug.zip“ project 2. Build and run the project 3. In the Player, toggle off the “Toggle Staging Tree Subscenes On/Off“ button (so that the terrain object is unloaded) 4. Then, toggle off the “Toggle Hierarchy Trees On/Off“ button (so that the 5 tree objects are unloaded) 5. Toggle on the “Toggle Staging Tree Subscenes On/Off“ button (so tha…

Retrieved 2026-11-11
Entities GraphicsFixUUM-124966
Fixed static entities not updating lighting when light probes change and the entity does not.
Entities GraphicsFixUUM-151337
Fixed Surface Cache GI ignoring the Global Illumination LOD of static LOD Groups in closed subscenes, which made every LOD level contribute to global illumination.
Entities GraphicsFixUUM-150718
A Terrain added to a ray-tracing acceleration structure no longer leaks a Mesh and its GPU buffers.
Added missing "Always Refresh info message" in Surface Cache Volume Override if Always Refresh is disabled.
Added RIS for Surface Cache GI punctual light contribution, and fix some issues with punctual light sample generation which result in temporally unstable contribution.
Added support for hardware dynamic resolution scaling in SSR.
Allow disabling the Minimum Smoothness threshold for SSR in URP by setting it to 0.
Avoid out-of-bounds memory access in UnifiedRayTracing which caused undefined behaviour on certain platforms.
Fix a bug where APV bake fails when scene contains a VFXRenderer.
Linked bug report
UUM-150965: APV: "InvalidCastException: Specified cast is not valid" is thrown during Generate Lighting when a static GameObject has a MeshFilter and a Visual Effect (VFXRenderer) Component

Steps to reproduce: Create a new 3D (URP) project In Edit > Project Settings > Quality > current URP asset, make sure Light Probe System is set to Adaptive Probe Volumes Create a Cube (GameObject > 3D Object > Cube), and with the Cube selected press Add Component and add a Visual Effect component With the Cube selected, enable the Static checkbox in the top right of the Inspector (Contribute G…

Retrieved 2026-11-10
Fix a bug where editing a shader used in a scene that uses surface cache GI causes error spam in the console.
Fix Clamp Reflected Color setting for SSR in URP having no effect.

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