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6000.7.0b7100 shown
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
Project Auditor: Drop PAC3000. Use the Code Quality codes instead. (UUM-152889) First seen in 6000.7.0b1.
EditorFixUUM-152889
Project Auditor: Fix "Export: All" to export all items. (UUM-145624) First seen in 6000.7.0a2.
EditorFixUUM-145624
Project Auditor: fix URP scanning via blocking Audit script call. (UUM-153070) First seen in 6000.7.0a6.
EditorFixUUM-153070
Project Auditor: preserve user globalconfig files during Code Analysis. (UUM-156838) First seen in 6000.7.0b6.
EditorFixUUM-156838
Project Auditor: Suppressed .NET code quality rule IDs (CAxxxx) are now removed from the report when analyzing code with MSBuild. (UUM-156995) First seen in 6000.7.0b6.
EditorFixUUM-156995
Project Auditor: The BinaryFormatter is incompatible with CoreCLR so we want to flag it in the migration view. (UUM-156484) First seen in 6000.7.0b6.
EditorFixUUM-156484
Stop missing animation trigger warnings being logged on every transition, on every keystroke of invalid transition names.
EditorFixUUM-144071
Updated TMP assets to make the assets compatible with ATG and reduce the default build size. (UUM-154834) First seen in 6000.7.0b4.
EditorFixUUM-154834
Windows: Fixed a crash on Windows when the Editor ran in batch mode and could not create its main window.
Linked bug report
UUM-153339: Crash on mono_gc_dirty when creating the main window during batch-mode Editor startup

A recurring crash issue in the Unity Editor has been observed without user reports Reproducible with versions: 6000.3.2f1-6000.3.23f1, 6000.6.0f1, 6000.7.0a5 (Sentry data) Reproducible on: Windows 10, Windows 11 Notes: Not reproduced by CQA Sentry only collects data for Windows crashes, so we are not able to determine if the issue is reproducible on other environments First few lines of StackT…

Retrieved 2026-11-11
EditorFixWindowsUUM-153339
[Android] Display an error informing users of the reason a device went offline during apk installation on Unity 6.7.
EditorFixAndroidUUM-151550
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
Added RIS for Surface Cache GI punctual light contribution, and fix some issues with punctual light sample generation which result in temporally unstable contribution. (UUM-154613) First seen in 6000.7.0b5.
Fixed a bug where reflection probes sometimes would not be re-baked when baking lighting, if only URP-specific settings were modified.
Linked bug report
UUM-133949: The Reflection Probe fails to update properly when generating lighting in the Lighting window and using a custom Renderer Feature

How to reproduce: 1. Create a new Unity URP Project 2. Import the attached “TestURPFeature“ custom Unity package 3. Navigate to Assets > TestURPFeature 4. Open the “TestURPFeature” Scene 5. Navigate to Assets > Settings > PC_Renderer 6. In the Inspector window, add the “Debug Feature” Renderer Feature 7. In the Lighting window, click on the “Generate Lighting” button 8. Navigate to Assets > Se…

Retrieved 2026-11-11
Fixed Adaptive Probe Volumes placing probes as if the scene had no geometry when baking with Vulkan on AMD GPUs.
Linked bug report
UUM-137732: Probe placement fails when baking Adaptive Probe Volumes on Vulkan with AMD GPU

Reproduction steps: 1. Open the attached “IN-136557” project 2. Open the “Scenes/SampleScene” Scene 3. Open the Project Settings window (Edit > Project Settings) 4. In the “Player” tab, make sure the “Graphics API for Windows” is set to “Direct3D11” 5. Open the Lighting window (Window > Rendering > Lighting) 6. Press the “Generate Lighting” button 7. Open the Rendering Debugger window (Window …

Retrieved 2026-11-11
Fixed an "Unknown reflection probe mode" error when baking reflection probes in a scene with Realtime reflection probes.
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
Fixed shader compiler warnings shown in the Inspector when selecting the Adaptive Probe Volumes VoxelizeScene shader.
Fixed Surface Cache failing to start on devices with a maximum graphics buffer size below 256 MB. (UUM-154300) First seen in 6000.7.0b4.
Fixed Surface Cache geometry rendering incorrectly after many meshes were added to the scene.
GIFix
Fixed Surface Cache Global Illumination not updating in the Scene view while the Editor is idle. (UUM-150016) First seen in 6000.7.0a5.
Fixed the Render Graph Viewer showing a different set of passes on each capture when the Surface Cache Global Illumination renderer feature is active. (UUM-150016) First seen in 6000.7.0a5.
Fixed an issue where loading a truncated or badly merged graph asset silently dropped nodes, variables and states, and saving the graph made the loss permanent. Such assets are now refused with an error that names the file. (UUM-154744). (UUM-154744) First seen in 6000.7.0b2.
Graph ToolkitFixUUM-154744
Fixed the Graph Inspector's Narrow the Selection list showing internal type names such as VariableDeclarationBase instead of user-facing names such as Variable.
Linked bug report
UUM-154274: Internal class name "VariableDeclarationBase" is shown in the Graph Inspector's "Narrow the Selection" list after using "Create Variable from port"

Steps to reproduce: Open the attached "GTKRepro" project Open the "Assets/GTKRepro_VariableDeclarationBase/ReproGraph.gtkreprovdb" asset In the Graph window, right-click the "A" input port of the "ReproNode" node and select "Create Variable from port" Observe the "Narrow the Selection" list in the Graph Inspector Actual results: The list shows "1 Wire" and "1 VariableDeclarationBase" Expected …

Retrieved 2026-11-11
Graph ToolkitFixUUM-154274
Fixed the name of the Graph Toolkit Window in the Overlay Preferences. (UUM-132386) First seen in 6000.7.0b5.
Graph ToolkitFixUUM-132386
Fixed a CPU performance regression when submitting draw calls in Scriptable Render Pipelines. (UUM-153988) First seen in 6000.7.0a4.
GraphicsFixUUM-153988
Fixed a crash when calling Graphics.CreateGraphicsFence or CommandBuffer.CreateGraphicsFence with an undefined GraphicsFenceType value.
GraphicsFixUUM-151166
Fixed an issue where a Line Renderer or Trail Renderer using a 2D sprite material became invisible after turning off Preview in the Animation window or after calling Renderer.SetPropertyBlock.
Linked bug report
UUM-156620: LineRenderer becomes invisible after turning off Preview in the Animation window

Reproduction steps: 1. Create a new Universal 2D template project 2. Create a Material (Assets > Create > Material) and assign any texture to the "Diffuse" slot 3. Create an empty GameObject and add a Line Renderer Component to it 4. Assign the Material to the Line Renderer Component and set its Positions so the line is visible in the Game view (e.g. Index 0: (-4, 0, 0), Index 1: (4, 0, 0)) 5.…

Retrieved 2026-11-11
GraphicsFixUUM-156620
Fixed an out-of-bounds memory read when updating graphics buffers on Metal.
GraphicsFixUUM-153132
Fixed an out-of-bounds memory read when warming up shader variants on Metal.
GraphicsFixUUM-153134
Fixed slow render graph compilation in the Editor and in players with script checks enabled. Pass names longer than 61 bytes are no longer truncated in the Render Graph Viewer. (UUM-154008) First seen in 6000.7.0a5.
GraphicsFixUUM-154008
Fixed Windows player crash when using Vulkan graphcis API on projects that repeatedly change display settings. (UUM-154406) First seen in 6000.7.0b2.
GraphicsFixWindowsUUM-154406
Texture2D.ReadPixels and ScreenCapture could return stale data on AMD GPUs with Vulkan when graphics jobs were enabled and the GPU was busy.
GraphicsFixUUM-149529
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
HDRPFixUUM-134256
Fixed an issue where FSR2 upscaler resources leaked GPU memory each time HDRP rebuilt the render pipeline, for example after a quality level change.
HDRPFixUUM-154186
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 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
Fixed IMGUI text fields, such as Transform values in the Inspector, sometimes showing another value's text (for example 0 and 1 swapped) while a window was being resized.
Linked bug report
UUM-147879: Transform property field values constantly swap between 0 and 1 when resizing the window

Steps to reproduce: 1. Create a new project 2. Add a “Cube” GameObject to the scene 3. Make sure its Scale is set to (1,1,1) 4. Make sure the Position and Rotation values are both set to (0,0,0) 4. Start resizing the Inspector from the left side, moving it back and forth 5. Observe the Transform component of the “Cube” GameObject Actual result: Position, Rotation and Scale values jump around f…

Retrieved 2026-11-11
IMGUIFixUUM-147879
Fixed an Input Actions importer error message that incorrectly reported a duplicate Action Map name when the actual problem was a duplicate Action name within an Action Map. (UUM-153706) First seen in 6000.7.0b2.
Input SystemFixUUM-153706
Fixed exceptions thrown when accessing the control, valueType, or valueSizeInBytes properties of InputAction.CallbackContext after the action or its InputActionMap was disabled from within the callback. (UUM-138896) First seen in 6000.7.0b4.
Input SystemFixUUM-138896
Fixed the error "type is not a supported string value" that was logged in the Console when viewing binding properties in the Input Actions Editor.
Input SystemFixUUM-155527
Fixed the Input System Package settings window accepting negative and non-finite (NaN or Infinity) values for Location Accuracy and Location Distance Threshold instead of clamping them to 0 like the scripting API. (UUM-151645) First seen in 6000.7.0a6.
Input SystemFixUUM-151645
Fixed the Read more link in the Update Mode warning of the Input System settings opening a documentation page that does not describe Update Mode.
Input SystemFixUUM-154791
Target-level build settings in Swift-type Xcode projects (SDKROOT, SUPPORTED_PLATFORMS, TARGETED_DEVICE_FAMILY, deployment target) now inherit from the project level. (UUM-156442) First seen in 6000.7.0b6.
Fixed a stack overflow when converting a large NativeText or UnsafeText to a string, and when appending a large string to a NativeText, UnsafeText, or FixedString. (UUM-124992) First seen in 6000.7.0b5.
KernelFixUUM-124992
Fixed crash in DomainUnloadAutoFree memory tracker.
Linked bug report
UUM-144552: Crash on DomainUnloadAutoFree::FrameMaintenance during Editor usage

How to reproduce: 1. Create a new Unity project 2. In the Hierarchy, create a new empty GameObject 3. In the Inspector, add the "Shadow Caster 2D" Component 4. Wait 2-3 seconds and click anything in the Editor 5. Observe the crash Reproducible with: 6000.6.0a7 Can't test with: 6000.0.76f1, 6000.3.15f1, 6000.4.8f1, 6000.5.0b9 (One-time crash) Reproducible on: macOS Tahoe 26 (M1) Not reproducibl…

Retrieved 2026-11-09
KernelFixUUM-144552
Fixed crash in DomainUnloadAutoFree memory tracker. (UUM-150681) First seen in 6000.7.0a5.
KernelFixUUM-150681
Windows standalone players crashed immediately on startup on CPUs without SSE4.2 support.
Linked bug report
UUM-155744: Windows Standalone Player silent crash on launch when using Legacy x64 CPUs without POPCNT support

How to reproduce: 1. Create and open a new project 2. Build and Run for Windows 3. Observe the Player Alternative reproduction (using Intel SDE): 1. Install Intel Software Development Emulator 2. Create and open a new project 3. Build the project for Windows 4. Open Command Prompt 5. Run the following command in cmd: "PATH_TO_SDE\sde.exe" -mrm -chip_check_call_stack 1 -chip_check_call_stack_de…

Retrieved 2026-11-11
KernelFixWindowsUUM-155744

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