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Broadphase.Tree.Clone() now allocates node storage that is sized to its capacity rather than the source tree's Length. This fixes an OutOfRange error that may be observed when a full multi-threaded broadphase rebuild is performed on a densely-packed, cloned world.
Unity PhysicsFixUUM-157069
Fixed the behavior of the combine functions for converted materials so they match the built-in physics one. This change is opt-in and can be enabled from the Unity.Physics project settings pane.
Unity PhysicsFixUUM-132643
Vertex counting to select the correct rendering index format for a convex mesh that has more than 65535 vertices when using a combined mesh
Unity PhysicsFixUUM-158827
Collider.ToMesh() leaked an intermediate mesh for every convex, mesh and terrain collider it converted. These meshes are now destroyed once they are combined into the returned mesh.
Unity PhysicsFixUUM-158827
check actual built-in materials, instead of just their names, when converting assets.
Check materials is all Renderers, not just MeshRenderers, when scanning for items to convert.
Ensure command line URP converter scanning saves its report to a persistent location.
Fix a bug where having the material inspector and scene view on screen together causes error spam when using screen space reflections.
Fix a bug where reloading a scene would cause certain Blitter functions to stop working.
Fix 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
Fix missing SpeedTree7 bark on PowerVR Vulkan with a never-firing clip
Fix MSAA error in the Rendering Debugger Motion Vector view
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 "Shader is not supported" log messages when post-processing shaders are stripped but not used
Fixed a bug where rays heading towards the camera would require unnecessarily large Max Ray Steps to find a hit in URP Screen Space Reflections, when using Hierarchical Marching mode.
Fixed a bug where reloading a scene that contains embedded meshes causes Surface Cache GI to stop working.
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 a macro redefinition warning in custom shaders that define REQUIRES_WORLD_SPACE_POS_INTERPOLATOR before including Core.hlsl.
Fixed a performance regression when using per-light soft shadows quality.
Fixed a potentially uninitialized variable shader warning logged on Metal and Vulkan when using the Surface Cache GI renderer feature.
Fixed AlphaUpscaleHistory being allocated when Alpha Processing is disabled
Fixed an 'Ignoring duplicate keyword line' warning shown in the Inspector when selecting the URP FallbackLoading shader.
Fixed an assertion in the console when selecting the Render Deferred Lighting pass in the Frame Debugger.
Fixed an exception thrown after setting a camera's viewport rect to a near-zero size and back while alpha processing and a temporal upscaler were enabled.
Fixed an issue where a Render Pipeline Converter scan did not list assets that were created or modified just before the scan started.
Fixed an issue where changing Shadow Layers with multiple Lights selected only updated the first Light, and undo did not revert it. Lights in scenes saved before this fix might keep outdated shadow layers if they were edited this way; set their Shadow Layers again to update them.
Fixed an issue where the Render Pipeline Converter in batch mode reported animation clip conversions that failed with an exception as successful, which hid them from Project Auditor's remaining issues list.
Fixed an issue where the Render Pipeline Converter's Animation Clip converter sometimes did not report animation clips used by an Animator Controller, so repeated scans of an unchanged project returned different results.
Fixed an issue where the Render Pipeline Converter's Material Reference Converter skipped GameObjects in scenes that were not open.
Fixed an issue where the Render Pipeline Converter's Post-Processing Stack v2 converter skipped GameObjects in scenes that were not open.
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 blocky gaps at the edges of spot lights in Forward+ and Deferred+ when the light is attached to the camera.
Fixed Bloom intensity getting overridden by Screen Space Lens Flare intensity.
Fixed camera normals and rendering layers textures not being available to shaders when the prepass is skipped.
URPFix
Fixed custom shaders failing to compile and rendering magenta when calling ApplyTonemap or ApplyColorGrading from PostProcessing/Common.hlsl.
Fixed downsampled Screen Space Ambient Occlusion sampling normals and blue noise at texel corners, which made the result differ between GPUs.
Fixed Editor flickering and blank windows when a camera's Output Texture is a Render Texture with Shadow Sampling Mode set to Compare Depths.
URPFixWindowsUUM-155764
Fixed forward-only materials, such as Complex Lit, not receiving additional light shadows when the Rendering Path is set to Deferred and Transparent Receive Shadows is disabled.
Fixed GC allocations in Surface Cache GI when many entities are spawned, destroyed, or change materials in the same frame.
Fixed incorrect normals and specular highlights on Shader Graph terrain materials in the Deferred and Deferred+ rendering paths, on terrains that need more than one splatmap.
Fixed incorrect wording in the Rendering Debugger warning shown when the STP upscaling filter is not enabled, which referred to a single debug view instead of multiple.
Fixed lights missing from parts of the screen with the Forward+ or Deferred+ rendering path for some spot light orientations and for spot lights close to the camera's near plane.
URPFix
Fixed long player build times in 2D projects caused by unneeded Rendering Layer Mask shader variants in Sprite Lit, Sprite Custom Lit, and VFX Graph shaders.
Fixed Medium quality soft shadows costing as much GPU time as High quality on Apple GPUs.
Fixed missing shadows on certain shadow casting point and spot lights, in scenes with a large number of lights using the Deferred renderer when Transparent Receive Shadows was enabled.
Fixed multi-display support in standalone URP 2D/3D applications.
Fixed NullReferenceExceptions from MaterialPostprocessor when an empty or corrupt .mat file was imported.
Fixed objects using Lit, Simple Lit, Complex Lit, Baked Lit and Terrain Lit materials not rendering in the Player when the REFLECTION_PROBE_ROTATION keyword was compiled as a dynamic branch, for example with Fast Build enabled.
Fixed point and spot lights disappearing near screen edges and the camera near plane in Forward+ and Deferred+.
Fixed Project Auditor URP settings issues for Quality Levels naming the Quality Level instead of the assigned URP asset.
Fixed Screen Space Ambient Occlusion Renderer Feature error spam when tile-only mode is enabled.
Fixed scripts that subclass BaseShaderGUI failing to compile with error CS0122.
Fixed shader warnings that appeared on the URP Baked Lit shader.
Fixed Shadow Caster 2D on a Sprite Skin keeping the unflipped shadow when the sprite was flipped while its bones were not moving.
Fixed spot lights behind the camera losing the top of their lit area when using the Forward+ or Deferred+ rendering path.
Fixed Surface Cache GI repeatedly logging "BeginDrain without a matching EndDrain" assertions after an exception occurred during the surface cache world update.
Fixed Surface Cache GI throwing "SurfaceCacheEntityChangeBridge supports only a single consumer" exceptions when the renderer feature is used by more than one renderer.
Fixed Surface Cache Global Illumination only lighting part of the screen when the Render Scale is not 1.
Fixed Surface Cache Global Illumination producing incorrect or missing bounce lighting in player builds that use vertex compression.
Fixed terrain becoming progressively brighter in the Forward and Forward+ rendering paths when a Shader Graph terrain shader is used with more than four terrain layers.
Fixed terrain becoming progressively darker in the Deferred and Deferred+ rendering paths when a Shader Graph terrain shader is used with more than four terrain layers.
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 the Disable Mip Caching tooltip in the Rendering Debugger so that it refers to the Texture Streamer and Mipmap Streaming instead of internal class names.
Fixed the Pixel Perfect Camera and Parametric to Freeform Light converters in the Render Pipeline Converter skipping objects in scenes that are not open.
Fixed the Pixel Perfect Camera converter in the Render Pipeline Converter staying disabled and reporting the 2D Pixel Perfect package as not installed when it was installed.
Fixed the Project Auditor URP0001 issue message, which was garbled when no URP asset was assigned to a Quality Level, so it now names the Quality Level.
Fixed the Render Pipeline Converter defaulting its Target Pipeline to Universal Render Pipeline (2D Renderer) instead of Universal Render Pipeline (Universal Renderer).
Fixed UAL0010 and UAL0013 warnings in the script that Create > Scripting > URP Post-process Volume Scripts creates when domain reload is disabled.
Fixed _GBUFFER_NORMALS_OCT being defined in custom shaders that don't declare it.
Fixes a bug where seams appear on box projected reflection probes on platforms with half precision (mobile).
Linked bug report
UUM-141981: Seams are visible in reflective surfaces when using box projection in Android Build Profile

How to reproduce: 1. Open the ‘ReflectionSeam.zip' project using Android Build Profile 2. Open the 'test’ scene 3. Enter Play Mode 4. Observe the GameView Actual result: Seams are visible Expected result: Seams are not visible Reproducible with: 2023.1.0f1, 6000.0.75f1, 6000.3.15f1, 6000.4.7f1, 6000.5.0b8, 6000.6.0a5 Could not test with: 2023.1.0a1 (Unable to install Android Build Profile) Rep…

Retrieved 2026-11-09
Migrate SSAO settings into each quality level's volume profile
The exposure feature no longer affects performance when disabled.
The Slope-Scale Depth Bias mode no longer produces shadow acne at low depth bias values or texel-aligned stripes on surfaces facing the light head-on. The slider now maps to a slope that never drops below the legacy mode's fixed slope, and a small fixed caster depth offset covers head-on receivers while the caster normal bias mode is active. The legacy mode is unchanged.
Unclamped exposure values could break. To solve this it is now clamped at +- 20
Fixed a crash in UnityYAMLMerge when merging a file with a malformed object header; the tool now reports the error and falls back to the configured text merge tool.
Version ControlFix
Allow renaming a category changing only the capitalisation
Linked bug report
UUM-151393: Cannot rename/change only the capitalisation of a property name when renaming a property in the Visual Effect Graph

Steps to reproduce: Create a new Unity project using the Universal 3D template Install the Visual Effect Graph package (com.unity.visualeffectgraph) Create a new Visual Effect Graph (Assets > Create > Visual Effects > Visual Effect Graph) Open the newly created Visual Effect Graph Create a new Color property with the default name by clicking the "+" button in the Blackboard Rename the "New Col…

Retrieved 2026-11-10
VFX GraphFixUUM-151393
Creating a property with a category name now works as expected instead of not showing the property
Linked bug report
UUM-151382: A new property whose default name matches a category title never appears in the blackboard until the graph is reopened

Steps to reproduce: Create a new Unity project using the Universal 3D template Install the Visual Effect Graph package (com.unity.visualeffectgraph) Create a new Visual Effect Graph (Assets > Create > Visual Effects > Visual Effect Graph) Open the newly created Visual Effect Graph Create a new Category named "New bool" by clicking the "+" button in the Blackboard Create a new Bool property by …

Retrieved 2026-11-10
VFX GraphFixUUM-151382
Fix "InvalidOperationException: Sequence contains more than one matching element" error thrown when creating a new Property with an existing attribute name
Linked bug report
UUM-151379: "InvalidOperationException: Sequence contains more than one matching element" error is thrown when creating a new Property while a category with name "Position" exists

Steps to reproduce: Create a new Unity project using the Universal 3D template Install the Visual Effect Graph package (com.unity.visualeffectgraph) Create a new Visual Effect Graph (Assets > Create > Visual Effects > Visual Effect Graph) Open the newly created Visual Effect Graph Create a new Category named "Position" by clicking the "+" button in the Blackboard Create a new Bool property by …

Retrieved 2026-11-10
VFX GraphFixUUM-151379
Fix depth collisions sliding
VFX GraphFixUUM-99470
Fixed a crash when entering Play mode with a Visual Effect Graph that uses Automatic bounds.
VFX GraphFixUUM-155587
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 a misleading warning when renaming a custom attribute to a built-in attribute name.
VFX GraphFixUUM-155519
Fixed a parameter added from the Blackboard appearing with a delay, and an exception when the VFX Graph window was reloaded right after adding one.
VFX GraphFix
Fixed a subgraph operator output property with a Range mode which could not be expanded and whose port was invisible until an edge was dragged to it.
VFX GraphFixUUM-153543
Fixed Blackboard property order being lost when a VFX Graph is reopened, reversed when several properties are dragged together, and ignored when pasting into a selected category.
VFX GraphFixUUM-155317
Fixed Custom HLSL blocks and operators generating invalid shader code when the HLSL source starts with whitespace.
VFX GraphFixUUM-158603
Fixed numeric fields being dirtied when their labels are clicked on.
VFX GraphFixUUM-151050
Fixed renaming a category will move its position to the end of the list when saving
Linked bug report
UUM-151383: When renaming a category in the Blackboard the category stays in the same order but when the Graph is saved the category moves/reorders to the bottom

Steps to reproduce: Create a new Unity project using the Universal 3D template Install the Visual Effect Graph package (com.unity.visualeffectgraph) Create a new Visual Effect Graph (Assets > Create > Visual Effects > Visual Effect Graph) Open the newly created Visual Effect Graph Create 3 new Categories by clicking the "+" button in the Blackboard Rename the first Category (top of the list) O…

Retrieved 2026-11-10
VFX GraphFixUUM-151383
Fixed the Blackboard category rename error not explaining why the name is invalid.
VFX GraphFixUUM-157409
Fixed the space dropdown arrow being shown as "..." with an incorrect tooltip on Blackboard properties.
VFX GraphFixUUM-157379
Fixed the VFX Graph Discussions link in the Visual Effect Graph window opening a missing page.
VFX GraphFixUUM-154090
Fixed the Visual Effect Graph shader compilation preferences leaving visual effects compiled with the previous setting when the recompilation prompt was declined.
VFX GraphFix
Fixed UAL0010 and UAL0013 warnings logged when importing the Output Event Helpers sample.
VFX GraphFixUUM-155538
Prevent attaching a Visual Effect from a prefab in the Project window to the VFX window.
VFX GraphFixUUM-153765
Prevent attaching a Visual Effect from a prefab in the Project window to the VFX window.
VFX GraphFixUUM-154540
Renaming a Category to a reserved name now logs an error message instead of failing silently
Linked bug report
UUM-151381: Renaming a Category to “Attributes” reverts to the default category name but does not throw any error or warning as to why

Steps to reproduce: Create a new Unity project using the Universal 3D template Install the Visual Effect Graph package (com.unity.visualeffectgraph) Create a new Visual Effect Graph (Assets > Create > Visual Effects > Visual Effect Graph) Open the newly created Visual Effect Graph Create a new Category named "Attributes" by clicking the "+" button in the Blackboard Observe the Blackboard and t…

Retrieved 2026-11-10
VFX GraphFixUUM-151381
SDF baker: Prevent writing out of bounds past the triangleIDs buffer when a mesh exceeds the triangle list size estimate
Linked bug report
UUM-152713: MeshToSDFBaker writes out of bounds past the triangleIDs buffer when a mesh exceeds the triangle list size estimate

Steps to reproduce: 1. Open the attached user's project "IN-150840_SdfBakerOobRepro.zip" 2. Download the "SdfBakerRepro.cs" script and attach it to "GameObject" in the Hierarchy (Remove "SdfBakerOobRepro" component) 3. Set the "Mode" of the attached component to "Defect 3 only" 4. Set Player Settings > Other Settings > Graphics APIs for Windows to Vulkan only 5. Build a Windows standalone Play…

Retrieved 2026-11-10
VFX GraphFixUUM-152713
SDF baker: Prevent writing out of bounds past the voxel grid when a mesh face lies exactly on the bake box boundary
Linked bug report
UUM-152711: MeshToSDFBaker writes out of bounds past the voxel grid when a mesh face lies exactly on the bake box boundary

Steps to reproduce: 1. Open the attached user's project "IN-150840_SdfBakerOobRepro.zip" 2. Download the "SdfBakerRepro.cs" script and attach it to "GameObject" in the Hierarchy (Remove "SdfBakerOobRepro" component) 3. Set the "Mode" of the attached component to "Defect 2 only" 4. Set Player Settings > Other Settings > Graphics APIs for Windows to Vulkan only 5. Build a Windows standalone Play…

Retrieved 2026-11-10
VFX GraphFixUUM-152711
Fix seeking when looping with skipOnDrop disabled, which could stop playback on Android
VideoFixAndroidUUM-153527
Fixed a stack-use-after-scope memory safety issue that could occur when importing video clips.
VideoFixUUM-152642

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