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6000.7.0b7100 shown
Added: Added the public UnityEngine.EventCommandNames class, which provides the command name constants that the Editor sends with its command events, such as Copy, Paste, and FrameSelected.
UI ToolkitAPI change
Added: Added z-index USS property support for controlling the stacking order of overlapping elements within a stacking context. Enable via Project Settings > UI Toolkit > Experimental Renderer Features > Enable Z-Index.
UI ToolkitAPI change
Added: Added IFormattingExtensionsToggle to Smart Strings, which lets a source skip formatter extensions for the placeholder it resolved.
UI ToolkitAPI change
Added: Added ParserSettings.SelectorCharFilter and SelectorFilterType to Smart Strings. Set the filter to VisualUnicodeChars to use characters from any script in a selector.
UI ToolkitAPI change
Added: Added PluralRules.RestoreDefault to Smart Strings, which restores the built-in pluralization rules.
UI ToolkitAPI change
Added: Added UxmlSerializedDataPropertyDrawer, UxmlAttributeField, and UxmlAttributeFieldDecorator to support custom property drawers for UI Toolkit elements in the Inspector.
UI ToolkitAPI change
Added: Experimental VisualElement Components.
UI ToolkitAPI change
Added: Added 4 overloads for DrawProceduralIndirect that add a count parameter and an optional indirect count buffer for Multi Draw Indirect.
URPAPI change
Added: Enable Upscaling Framework by default.
URPAPI change
Changed: Added CLI args to Integration and Runtime test runners to select target browser and platform.
UTRAPI change
Removed: Removed the deprecated MovieTexture API.
VideoBreaking
Added: Added new "Maximum Size Reduction" and "Maximum Size Reduction with LTO" Code Optimization settings. When enabled this will further optimize compiled IL2CPP code as well as apply extra link time optimizations (these are distinct from LTO). Testing across multiple projects and devices showed that compared to the default "Shorter Build Time" setting, "Maximum Size Reduction" reduces code size by an average of 28.50% at the cost of 5.25% frame time performance regression.
WebAPI change
Added: Added performance.measureUserAgentSpecificMemory to web diagnostics overlay to calculate used JS memory.
WebAPI change
Added: Added GameWindow API support for Windows.
WindowsAPI change
Added Burst and Collections as dependency for com.unity.2d.tilemap package.
Changed Tilemap component data structure for better compatibility with jobs.
2DChange
Refactored URP 2D shadow shaders into a consolidated multi-pass form with named passes (Self, UnshadowMark, UnshadowUnmark, ProjectedSelf, ProjectedUnshadow). Groundwork for upcoming custom-shader and ShaderGraph master node support; no user-visible rendering change.
2DChange
Renamed the Sprite "Physics Shape" API and Sprite Editor tab to "Physics Outline" to avoid confusion with PhysicsCore2D's PhysicsShape. The old API is deprecated but still works and auto-upgrades.
2DBreaking
URP's three internal 2D shadow shaders are merged into a single five-pass shader; no user-visible rendering change.
2DChange
Redesigned the Insets section in Player Settings to show a table with per-inset controls for Visible, Overlapping, and Appearance.
AndroidChange
Updated the Android Gradle Plugin (AGP) version from 9.0.0 to 9.1.1.
AndroidChange
Updated the Gradle version shipped with the Editor from 9.1.0 to 9.3.1.
AndroidChange
Introducing a number of command-line arguments and environment variables related to the cache server (making it possible to disable upload and download from/to the cache server of specific types of importers).
Asset PipelineServer
Updated Color preferences doc page.
DocumentationChange
Updated the UI system comparison table to indicate that UITK now supports animation and in-scene authoring.
DocumentationChange
Changed the Project Auditor Suppressed Issues preference to also accept spaces as a delimiter between issue IDs, in addition to commas and semicolons.
EditorChange
Disabled static batching by default for new projects.
EditorChange
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
GTK : Added Support for variable condition transition drag n drop.
EditorChange
GTK : Fixed an issue where the + button was not focusable.
EditorChange
GTK: Fixed an issue where the transition counter was off center.
EditorChange
Project Auditor: Added the ability to skip built-in analyzers for ones that have been migrated to the Project Auditor Rules package.
EditorChange
Project Auditor: bumped Rules package minimum version to 2.0.0.
EditorChange
Project Auditor: moved Domain Reload issues to Code pages.
EditorChange
Project Auditor: new severity icons/colors.
EditorChange
Project Auditor: removing opt-in checkbox for Roslyn.
EditorChange
Removed the NetCoreRuntime from the Editor install.
EditorBreaking
The macOS character palette shortcut now only opens the palette while a text field is being edited.
EditorChangemacOS
Tweaked some Surface Cache quality presets.
EditorChange
Updated the main toolbar UX, new design for toggles and better visualization of the groups of elements.
EditorChange
Added an option to hide Unity-Namespaced Systems in the System window.
EntitiesChange
Added HasHierarchy tag component to TransformRef when it becomes part of a hierarchy.
EntitiesChange
Bumped the scene serialized CurrentFileFormatVersion version number because the alignment of Entity is changed to 8 bytes.
EntitiesChange
Display meta chunk entities matching queries in System window and Search window.
EntitiesChange
Fixed the incorrect icon for shared and chunk components in the System window.
EntitiesChange
HierarchyColor from the Subscene monobehavior is now an error-level obsolete member.
EntitiesChange
Moved the ImHex .hexpat generation used for binary debugging of .entities files, from the UNITY_DOTS_IMHEX script define to an editor preference (Entities > Debugging).
EntitiesChange
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
Migrate Surface Cache GI to use Ray Query instead of Ray Tracing Shaders.
GIChange
Require "Raw" target for mesh vertex and index buffers. To achieve this, the "Default Mesh Buffer Target" setting should be set to "Raw" in Project Settings > Graphics.
GIChange
Surface Cache global illumination now uses only the LOD level selected by the LOD Group's Global Illumination LOD, instead of every level.
GIChange
Passing null to the dataType parameter in the method DataTypeStyleMapper.Register now means to not show an icon at all for a type instead of showing a default icon.
Graph ToolkitChange
Changed AsyncGPUReadback to reject a readback whose destination NativeArray is still in use by a running job, and report the error through the callback instead of proceeding.
GraphicsChange
Deprecated the Baked Occlusion Culling authoring workflow in the Editor. New projects no longer expose its authoring UI, while existing projects retain the workflow and baked data and display a deprecation notice. Consider migrating to GPU Occlusion Culling where supported.
GraphicsBreaking
Moved mesh deformation compute shaders to from default built-in resources to built-in extra resources.
GraphicsChange
Removed un-unused UnityAot2 Hashes.
IL2CPPBreaking
Added a -CPULightmapper=no command line switch to the Windows Editor installer that skips installing components only the CPU Progressive Lightmapper requires, currently the end-of-life Microsoft Visual C++ 2010 runtime.
InstallerWindowsUUM-149122
Removed assertions from ToFileDescriptor.
Linked bug report
UUM-145761: Linux Editor intermittently aborts with a `ToFileDescriptor` assertion (`fd < sysconf(_SC_OPEN_MAX)`) during a `NamedPipeServerStream` async accept while compiling scripts in batchmode

On Linux/Docker CI build, the editor sometimes crashes when building and during test runs. The crash happens when ToFileDescriptor is called inside pal_utilities.h:160 with the message 'Assertion `fd < sysconf(_SC_OPEN_MAX) && "Requested file descriptor exceeds maximum number of files allowed to be open at a time."' failed.'` Logging open fds shows this is {}not{} exceeding the maximum. Steps …

Retrieved 2026-11-09
MonoBreakingUUM-145761
Changed the run mode of a local player (Scenario Control / Manual Control) to be stored per developer instead of in the scenario asset, so it no longer travels with the asset in version control. Existing scenarios reset to Scenario Control the first time you open them in this version.
MultiplayerChange
Unity Transport: The RoslynAnalyzerFix asset post-processor (and its assembly) have been removed from the package. This deprecated hook did not serve a purpose anymore since the analyzer was removed from the package in version 2.5.0.
MultiplayerBreakingUUM-146183
Always automatically generate the NetcodeConfig singleton. This is a breaking change for any project that uses EntityManager.CreateSingleton<NetcodeConfig>() to create the singleton explicitly. You can update your code to use SystemAPI.GetSingleton<NetcodeConfig>() instead.
Netcode for EntitiesBreaking
N4E is now a regular editor-independent package, where previously it was built-in.
Netcode for EntitiesChange
Added localization package 2.0. This version is designed to work with the built in localization module.
Package
Changed the signature window to be more consistent and display more information about the installed package.
Package ManagerChange
Help boxes learn more links are at the end of the text in the Package Manager window.
Package ManagerChange
Updated the icons for Installed, Refresh, Installed as dependency and removed the icons for available for import, and available for download.
Package Manager
PerformanceTestRunInfo.json and PerformanceTestRunSettings.json are no longer generated during player builds that do not include test assemblies, as they are only read by performance tests running inside the player. Stale files left behind by an aborted test build are removed before such builds instead of being included in them.
Performance Test FrameworkBreaking
"PhysicsComposer.AddLayer", "PhysicsComposer.ToPolygons", "CircleGeometry.ToPolygons" and "CapsuleGeometry.ToPolygons" now log the standard validation warning instead of throwing "ArgumentOutOfRangeException" when given no geometry, fewer than three vertices or an invalid "curveStride".
Linked bug report
UUM-156367: Crash on MimallocAllocator::Allocate when CircleGeometry.ToPolygons and PhysicsComposer.AddLayer are called with a curveStride of NaN

How to reproduce: 1. Open the attached “IN-155847“ project 2. In the top Menu bar, click “Repro” > “1 - CircleGeometry.ToPolygons with curveStride NaN (CRASHES the Editor)” 3. Observe the crash Reproducible with: 6000.3.17f1, 6000.3.26f1, 6000.6.6f, 6000.7.0b4, 7000.0.0a8 Could not test with: 6000.0.84f1 (“Repro” Menu item would not appear), 6000.3.15f1 (could not solve errors from downgrading…

Retrieved 2026-11-10
Physics 2DChangeUUM-156367
Changed the default value of PhysicsBodyDefinition.transformWriteMode from Off to Interpolation. Existing PhysicsCoreSettings2D assets are unaffected; only newly created assets use the new default.
Physics 2DChange
Changed PhysicsWorld.Explode so that it no longer applies an impulse to trigger shapes by default.
Physics 2DChange
Loading a prefab or scene that stores prefab data in the format written by Unity 3.3 and earlier now logs a deprecation warning naming the asset. Save the asset to store it in the current format.
PrefabsChange
Added an infobox to Build Profiles window that informs you of the new Managed Code Variants feature. This infobox can be permanently dismissed by pressing the "Dismiss" button.
ScriptingChange
Added CoreCLR runtime, .NET base class library, and managed Unity engine PDBs to the public symbol server.
ScriptingChangeServer
Changed the Dictionary Inspector warning about ignored entries to offer both Select First and Select All buttons when more than one entry is ignored.
SerializationChangeUUM-151199
Dictionary fields can now use a class or struct key, or a struct value, that contains a SerializeReference field.
SerializationChange
Renamed the Reset to Defaults item in the Dictionary Inspector header context menu to Reset Layout, to make it clear that it restores only the drawer layout and not the dictionary contents.
SerializationChangeUUM-151199
Moved the Particle Shader Graph sample from the HDRP package to the Shader Graph package.
ShadergraphChange
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
Surface shaders are now marked as deprecated.
ShadersBreaking
Always show the UXML document link and asset actions in the element inspector header outside the UI Stage.
UI ToolkitChange
AttributeOverrides are now shown as disabled during main stage authoring.
UI ToolkitChange
Changed Constant Physical Size panels to account for the Game view's Low Resolution Aspect Ratios setting when resolving scale.
UI ToolkitChange
Changed the Text attribute field to 3 lines by default instead of 1 when editing in the UI Builder or Scene inspector.
UI ToolkitChange
Changed theme style sheets to rank above Unity's built-in styles regardless of selector specificity; the previous behavior can be restored with the Legacy Theme Priority setting in Project Settings > UI Toolkit.
UI ToolkitChange
Changed touch dragging of ScrollView content on world-space panels so the content follows the finger pixel for pixel, regardless of the Pixels Per Unit setting.
Linked bug report
UUM-139596: UITK WorldSpace ScrollView behaviour on Mobile

R.e. ScrollView behaviour in Worldspace UI on Mobile devices: On touch devices, the scrolling should work as follow: * When we touch the scroll bar and move it up and down, it should follow your finger. And the grid should move in the opposite direction. That works as expected in the video But when you touch the grid and drag it around, the grid should follow your finger, and the scroll bar sh…

Retrieved 2026-11-09
UI ToolkitChangeUUM-139596
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
Allow skipping of shadow, prepass, opaque, and transparent passes when the culling/layer masks would mean nothing would be drawn.
URPChange
Mata passes for GI no longer requires _EMISSION but checks purely from gi material flags.
URPChange
Renamed the Light Falloff Mode option from Linear to Quadratic.
URPChange
Reordered the Screen Space Ambient Occlusion pass when After Opaque is enabled. In previous versions, it used to run in the BeforeRenderingTransparents point in the frame. Now it runs in the AfterRenderingOpaques point in the frame.
URPChange
Moved the "Restart VFX" shortcut from Shift+Space to Slash.
VFX GraphChangeUUM-150458
Provided clear messaging that custom light probes are not fully supported in VFX Graph yet.
VFX GraphChangeUUM-150046
Further reduce the code size of Web builds using the "Disk Size" Code Optimization settings. Testing across multiple projects and devices showed that compared to the default "Shorter Build Time" setting, "Disk Size" reduced code size by an average of 8.75%, with this change the reduction is now an average of 21.35%. As always these settings are a trade-off between size and runtime performance, the same testing showed that the average frame time performance regression grows from 2.13% to 4.56% with the performance regression being reduced when LTO is enabled.
WebChange
Move progressive asset loading data files to Build directory of player build output.
WebChange

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