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Updated deprecation message for WebAssembly 2023.
WebChange
DirectStorage is now enabled by default in new projects for the Windows Standalone player.
WindowsChange
Windows builds now link the Visual C++ runtime dynamically instead of statically, and Unity copies the required Visual C++ runtime DLLs (such as vcruntime140.dll and msvcp140.dll) into the build output next to the executable. A new "Copy Visual C++ runtime libraries" option under Publishing Settings (on by default) lets you skip copying them if you install the redistributable another way, for example via your own installer or a distribution platform such as Steam.
Windows
Updated XR Core Utilities package to version 6.0.0 in order to match Unity version.
XRChange
Updated XR Legacy Input Helpers package to version 6.0.0 in order to match Unity version.
XRChange
XR Management package version updated to 6.0.0.
XRChange
Fix case where ideo is not rendered when the VideoPlayer GameObject is disabled and re-enabled after playback starts while using Material Override render mode
Fix Crash on "pqInit" when SpriteShapeUtility.Generate is given a closed shape with two coincident control points. Note this API is specific to an old Spriteshape package and will be deprecated in an upcoming version. Please refer to SpriteShapeGenerator.cs in the Spriteshape package for any future use of Triangulation.
Fix Crash on SpriteAtlas::GetSpritesScripting when passing null to SpriteAtlas.GetSprites
Fix editor crash in SpriteDataAccessExtensions::SetVertexCount when the count is negative
Fix issues where Unsaved Changes Detected pop-up are doubled after editing Sprite Atlas asset if it was open on multiple Inspector windows and choosing the Discard option
2DFixWindowsUUM-151573
Fixed a "No script asset for ShadowCasterPath" warning when you undo or redo a Shadow Caster 2D shape edit in Play mode.
Linked bug report
UUM-152935: "No script asset for ShadowCasterPath." warning is thrown after performing Undo action for ShadowCaster shape changes in Play Mode

Steps to reproduce: Open the attached project Open the SampleScene Enter Play mode Switch to Scene View Select the Triangle object in the Hierarchy Press the Edit Shape Button for the ShadowCaster2D component in the Inspector window Change the ShadowCaster's shape Perform an Undo action Observe the Console window Actual results: Undo action is performed correctly, however "No script asset for …

Retrieved 2026-11-10
Fixed a case where in In 3D Editor mode, textures did not generate Sprite subassets when imported as SpriteSprite Generation.
Linked bug report
UUM-142920: In 3D editor mode, textures do not generate Sprite subassets when imported as Sprite

Steps to reproduce: Open 3D project or switch Behaviour Mode to 3D in Project Settings > Editor Add texture/image to Assets In Inspector, switch Texture Type from Default to Sprite Observe no Sprite subasset generated Note: In 2D editor mode, Sprite subasset is generated even when Sprite Mode is Multiple by default Actual results: Expected results: Reproducible with versions: 6000.6.0a5 Not re…

Retrieved 2026-11-09
Fixed a crash when entering Play Mode with a Tilemap whose tiles re-enter the Tilemap API during StartUp.
Fixed a NullReferenceException thrown every frame by a 2D Light of type Provider whose Light2DProvider returns no mesh.
Fixed a NullReferenceException when a Light 2D created from a script is set to Freeform without a shape path.
Linked bug report
UUM-154810: "NullReferenceException" error is thrown in LightUtility.GenerateShapeMesh when a Light 2D created from a script is set to Freeform

Steps to reproduce: 1. Create a new Unity project using Universal 2D Template 2. Add attached “QAFreeformNRE.cs” script to project and add it to any GameObject in Hierarchy window 3. Enter Play Mode 4. Observe the Console window Actual results: “NullReferenceException: Object reference not set to an instance of an object” error is thrown in the Console window Expected results: no exception is …

Retrieved 2026-11-11
Fixed an issue where a Point Light 2D lost its cookie sprite when a project saved in Unity 6.0 or 6.3 was opened in a newer version.
Linked bug report
UUM-156931: Point Light 2D loses its Cookie when a project saved in Unity 6.0 or 6.3 is opened in 6.5 or newer

Steps to reproduce: Open the attached project (saved in 6000.3.24f1) with 7000.0.0a8 and click Continue in the "Project Upgrade Required" dialog Open the "CookieUp" Scene Select "Point Light 2D with cookie" in the Hierarchy In the Inspector, open the kebab menu and select Debug Look at "Light Cookie Sprite" on the Light 2D component Actual results: "Light Cookie Sprite" is None (the cookie ref…

Retrieved 2026-11-10
Fixed an issue where changing the SpriteAtlas option in EditorSettings results in render artifacts.
Fixed an issue where rotating a multi-layer brush on a Hexagon Tilemap merged its Z layers and lost tiles.
Fixed an issue where Tilemap.tilemapPositionsChanged and tilemapTileChanged callbacks didn't invoke when SetTiles changed only the transform or color of a tile.
Fixed an issue where TilemapRenderer inherited normal maps from other Tiles when a Tile did not have a normal map.
Linked bug report
UUM-145359: Tiles inherit Normal Maps from other Tiles when no Normal Map is assigned

How to reproduce: 1. Open the attached “IN-145873” project 2. Open the scene “SampleScene” 3. Observe the Scene view Actual result: Pipe tiles have Walkway tiles' normal texture rendered on them Expected result: Pipe tiles should not have any normal texture rendered on them Reproducible with: 6000.0.0f1, 6000.0.78f1, 6000.3.18f1, 6000.4.12f1, 6000.5.1f1, 6000.6.0a7 Reproducible on: Windows 11 …

Retrieved 2026-11-09
Fixed ArgumentException when using overlay camera in 2D Renderer.
Linked bug report
UUM-148111: "ArgumentException: An item with the same key has already been added" is thrown when the Base and Overlay cameras of a 2D camera stack use different Renderers

Reproduction steps: Open the attached "IN-145480_REPRO" project Open the "Assets/Scenes/SampleScene.unity" scene Make sure both the Game view and the Scene view are visible Enter Play Mode Observe the Console Actual result: The Console continuously prints "ArgumentException: An item with the same key has already been added" Expected result: No error is thrown Reproducible with: 6000.0.0b11, 60…

Retrieved 2026-11-10
Fixed case of Tile Palette Brush Picks overlay turning itself off in the Scene View when the user clears the search field in the overlay (for example by pressing Backspace).
Fixed case where crash with multiple stack traces when Sprites with a high resolution get Sliced to a Grid with a small cell size in the Sprite Editor.
Fixed case where Sprite is not rendered in a SRP Batcher when Sprite Mask is removed after it was previously set.
Fixed child GameObjects of a Tile's instantiated GameObject remaining in the Scene after exiting Play mode or reloading the Scene.
Fixed duplicate global light error when building a player.
Fixed duplicate Sprite Editor window settings appearing in project settings.
Fixed error message when entering fast playmode with Sprite Editor Window changes.
Linked bug report
UUM-146790: Exception "AssetDatabase.ForceReserializeAssets cannot be used when in play mode" is thrown when entering Play Mode with unapplied Sprite Editor changes and Reload Domain disabled

Steps to reproduce: Create a new Universal 2D project via Unity Hub Edit > Project Settings > Editor > "Enter Play Mode Settings": enable Enter Play Mode Options and disable Domain Reload In the Project Browser right click and Create > 2D > Sprites > Triangle and Select the texture In the Inspector click "Open Sprite Editor" (or Window > 2D > Sprite Editor) Draw a Cube Sprite container in the …

Retrieved 2026-11-09
Fixed exception when creating new Tile asset when doing a drag and drop on a Tile Palette that is open for edit.
Linked bug report
UUM-143122: MissingReferenceException during image import to Tile Palette when in Tile Palette Edit mode

Steps to reproduce: Create and open a new 2D UPR project Create a Triangle Sprite png in the Project tab (Create -> 2D Sprite -> Triangle) Create a Tilemap grid in the Hierarchy Open it in the Tile Palette window Create a new Tile Palette Enable the Tile Palette Edit mode Drag the Triangle png into the canvas Create an asset from the png Observe the Console and Tile Palette Actual results: "Mi…

Retrieved 2026-11-09
Fixed GridLayout.GetBoundsLocal(Vector3Int) returning bounds that were not centered on the cell.
Fixed IndexOutOfRangeException errors thrown while editing a Freeform Light 2D shape whose edges overlap.
Linked bug report
UUM-153123: IndexOutOfRangeException Errors are thrown when editing 2D Freeform light and shape's edges overlap

Steps to reproduce: Open the attached project Open the SampleScene Select the Freeform Light 2D object in the Hierarchy In the Inspector window, click the Edit Shape button In the Scene view, Edit the shape in a way, that edges overlap each other (Reference video attached) Actual results: Multiple IndexOutOfRangeException errors are thrown while editing the Shape Expected results: No errors or…

Retrieved 2026-11-10
Fixed instanced sprite rendering producing incorrect results when a custom MaterialPropertyBlock is applied to a SpriteRenderer.
Fixed intermediate texture not created when requested by render pass.
Linked bug report
UUM-145892: RenderGraph Blit/Copy sample throws "texture handle does not have a valid descriptor" error when the Copy Render Feature is used with the 2D Renderer

How to reproduce: Open attached "IN-145916_Rendererror.zip" project Enter Play mode Observe the Console Actual result: "Render Graph Execution error", ArgumentException "texture handle does not have a valid descriptor" errors are thrown in the Console Expected result: No errors are thrown Reproducible with: 6000.0.0f1, 6000.0.78f1, 6000.3.18f1, 6000.5.1f1, 6000.6.0b1, 6000.7.0a1 Reproducible o…

Retrieved 2026-11-09
Fixed issue where Texture is not updated in TilemapRenderer when edits are made in the SpriteEditor.
Fixed Light2D memory leak when unloading scenes - the runtime-created light mesh is now properly destroyed when the component is destroyed.
Linked bug report
UUM-143650: Light2D causes memory leak when unloading scene with UnloadSyncAsync

How to reproduce: Open the attached "IN-144029" project Open the SampleScene Open the Profiler. Window >Analysis> Profiler Enter Play mode Observe the Memory Profiler and see initial memory usage Hold spacebar for 30-70 seconds Observe the Memory Profiler and see how memory usage changed Actual Result: Light2D does not destroy runtime created mesh, causing a memory leak Expected result: Light2…

Retrieved 2026-11-09
Fixed LineRenderer not initializing correctly when toggling enable on game object.
Linked bug report
UUM-147747: LineRenderer using URP SpriteLitDefault Material becomes invisible when animating its "Material._Renderer Color" property and disabling and reenabling the GameObject

Steps to reproduce: 1. Create a new 2D URP project 2. Open the “SampleScene” scene 3. Create a new GameObject with Animator and LineRenderer components 4. Create a Material using the Universal Render Pipeline/2D/Sprite-Lit-Default shader, and assign any texture to the “Diffuse” slot 5. Assign the Material to the LineRenderer. 6. Create an animation for the GameObject 7. Add the LineRenderer's …

Retrieved 2026-11-10
Fixed metal shader errors for RenderingLayerMask pass. (D2D-8107)
2DFix
Fixed NaN bounds warning for Graphics.RenderSprite.
Linked bug report
UUM-147102: Graphics.RenderSprite logs a spurious "bounds contain NaN/Inf" warning when RenderParams.worldBounds is set to a valid finite Bounds

Steps to reproduce: Create a new project via Unity Hub using the Universal 2D template Import the attached script RenderSprite_worldBounds_NaN_Repro.cs - drag it into the Project window (Assets folder) and let it compile. Open the sample scene. Create an empty GameObject: GameObject > Create Empty. Leave its Transform Position at (0,0,0). Select the GameObject, and in the Inspector click Add C…

Retrieved 2026-11-10
Fixed normals maps for flipped Tiles when using TilemapRenderer in Chunk mode.
Linked bug report
UUM-143429: Flipped Tiles with normal maps are inverted with TilemapRenderer with Chunk Mode

From https://discussions.unity.com/t/inverted-normal-map-for-flipped-tile-in-chunk-tilemap/1717641 Steps to reproduce: Follow user's reproduction steps from discussions thread Actual results: Normals are inverted for flipped Tiles Expected results: Normals are not inverted for flipped Tiles Reproducible with versions: Not reproducible with versions: Can’t test with versions: Tested on (OS): No…

Retrieved 2026-11-09
Fixed Render Objects feature failing when depth buffer is disabled.
Linked bug report
UUM-153342: Rendering fails and errors are thrown each frame when Render Objects Renderer Feature is added with Depth/Stencil Buffer disabled

Steps to reproduce: Create and open a new URP 2D project Select the Renderer2D asset in Assets/Settings Untick the "Depth/Stencil Buffer" Add "Render Objects" Renderer Feature at the bottom Observe the Game/Scene view and Console Actual results: Game/Scene view fail to render, NullReferenceExceptions and "Render Graph Execution error" are thrown Expected results: Game/Scene views continue to r…

Retrieved 2026-11-10
Fixed section headers for 2D/Grid Brush and 2D/Tile Palette preferences.
Linked bug report
UUM-149246: Section headers "Grid Brush Flood Fill Extents" and "Grid Brush Scene View Text" don't follow the documented header-sizing convention (Preferences > 2D > Grid Brush)

Steps to reproduce: Create or open a project Open Preferences > 2D > Grid Brush Compare the font size of the page title "Grid Brush" against its section headers "Grid Brush Flood Fill Extents" and "Grid Brush Scene View Text" For reference, compare against Preferences > 2D > Physics ("Physics" title vs "Colliders"/"Contacts" headers) or Project Settings > Analysis > Project Auditor ("Project A…

Retrieved 2026-11-10
Fixed Shadow Caster 2D so that the shape outline is drawn in the Scene view for every Casting Option, including Self Shadow and No Shadow.
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 active Brush changing to the last selected Brush Pick when the Brush Pick filter was toggled on and off.
Fixed the camera sorting layer texture resolution being affected by the Render Scale setting on the 2D Renderer.
Linked bug report
UUM-151723: Camera sorting layer texture is affected when changing Render Scale on Renderer2D

How to reproduce: Open the attached “IN-152053” project Open the “SampleScene” scene In the Project window navigate to the Assets\Settings folder and click on Renderer2D In the Inspector window change the Render Scale to some lower value Observe the Game view Actual result: Sprite resolution changes and it gets more pixelated Expected result: Sprite resolution does not change Reproducible with…

Retrieved 2026-11-10
Fixed the Grid Selection transform and color fields accepting input that was silently discarded when the selection contains no Tiles. The fields, selection tools and Delete Selection button are now disabled in that case.
Fixed the Open Tile Palette button and Tilemap Focus dropdown not filling the full width of their Scene view overlay.
Linked bug report
UUM-151417: "Open Tile Palette" menu item doesn't fully fill the width of its dropdown overlay in the Scene view

How to reproduce: 1. Create a new Unity project using the Universal 2D template 2. In the Project window, right-click -> Create -> 2D -> Tiles -> Hexagonal Rule Tile 3. Select the created Asset 4. In the Scene view, observe the "Open Tile Palette" Overlay Expected results: The "Open Tile Palette" menu item fills the full width of the Overlay Actual results: The "Open Tile Palette" menu item is…

Retrieved 2026-11-10
Fixed the Sprite Frame field edit lock override info box in Project Settings > Sprite Editor staying visible after the checkbox automatically unticks itself when the Sprite Editor window closes.
Linked bug report
UUM-153407: Info box is still displayed after the "Sprite Frame field edit lock override" checkbox is automatically unticked

Reproduction steps: 1. Create a new Universal 2D project 2. Create any Sprite (Create > 2D > Sprite) 3. Edit > Project Settings… > Sprite Editor 4. Enable Sprite Frame field edit lock override and observe the info box that appears below it 5. Select newly created Sprite Asset and click “Open Sprite Editor” button 6. Close the Sprite Editor window and observe Project Settings > Sprite Editor Ac…

Retrieved 2026-11-10
Fixed the Sync Active Palette button in the Tile Palette window being cut off or hidden when the window is resized horizontally.
Linked bug report
UUM-152530: Sync Active Palette button in the Tile Palette window is easily cut off or covered due to horizontal window scaling

Steps to reproduce: Open the attached project Observe the Sync Active Palette button next to the Tile Palette drop-down Scale the Tile Palette window horizontally and observe the button Actual results: The button gets easily cut off or covered as other elements are prioritised, leaving it inoperable despite free space being present Expected results: The Sync Active Palette button remains visib…

Retrieved 2026-11-10
Fixed Tilemap not updating in the Scene view when the Sprite property of an assigned Tile asset is changed in the Inspector.
Linked bug report
UUM-144070: Tilemap does not update when the Sprite property of an assigned Tile asset is changed

Steps to reproduce: Create a new 2D URP project Import the attached "TestTile" folder into the Assets In the Hierarchy, right-click > 2D Object > Tilemap > Rectangular Select the imported "TestTile.asset" from the Project window In the Inspector, assign the "TestSprite" into the Sprite property Select the "Tilemap" from the Hierarchy Drag the "TestTile" onto the Scene view Observe the Scene vi…

Retrieved 2026-11-09
Fixed TilemapRenderer flicker when editing Grid Selection scale/rotation.
Linked bug report
UUM-146002: Tile Sprite flickers when using Grid Selection Scale and Rotation axis sliders

Reproduction steps: 1. Create a new Universal 2D project 2. Window > 2D > Tile Palette > Create New Tile Palette > Create 3. Create > 2D > Sprite 4. Drag newly created Sprite into the Tile Palette window 5. Click “Paint with active brush” button and select Sprite tile in the Tile Palette window 6. Paint Sprite onto the grid in the Scene view 7. Click “Select an area of the grid” button and sel…

Retrieved 2026-11-09
Fixed TilemapRenderer rendering regressions for Individual mode and Hexagonal/Isometric Chunk mode.
Fixed Tiles in the Tile Palette window rendering in solid grey after exiting Play mode when Domain Reload is disabled.
Fixed URP 2D editor-only icons being included in player builds.
Inspector - Unsaved Changes Detected pop-up shows for each Inspector window when editing Sprite Atlas asset
Move filter field outside of scroll area in Tile Palette Active Targets dropdown.
Linked bug report
UUM-143328: Tilemap dropdown scrollbar does not update after filtering and overlaps dropdown search field

Reproduction steps: 1. Create a new Universal 2D project 2. Create any Tilemap (Window > 2D > Tile Palette > Create New Tilemap) 3. Duplicate the Tilemap GameObject in the Hierarchy until a scrollbar appears in the Tilemap dropdown 4. Enter any text in the Tilemap dropdown search bar to produce some or no results 5. Observe the Tilemap dropdown Actual result: Scrollbar remains visible in the d…

Retrieved 2026-11-09
Outline Detail in Multiple mode is not set when using Delaunay Subdivision.
Platform specific overrides panel for Sprite Atlas asset does not support Undo or Redo operations
Resize Tile Palette Active Targets dropdown when filter is active.
Linked bug report
UUM-143328: Tilemap dropdown scrollbar does not update after filtering and overlaps dropdown search field

Reproduction steps: 1. Create a new Universal 2D project 2. Create any Tilemap (Window > 2D > Tile Palette > Create New Tilemap) 3. Duplicate the Tilemap GameObject in the Hierarchy until a scrollbar appears in the Tilemap dropdown 4. Enter any text in the Tilemap dropdown search bar to produce some or no results 5. Observe the Tilemap dropdown Actual result: Scrollbar remains visible in the d…

Retrieved 2026-11-09
Sprite Frame edit capability is now saved and will only be loaded for importers that has the capability.
Linked bug report
UUM-146463: Locked properties are not retained when refreshing Sprite Editor window

Steps to reproduce: Create a new 2D project Go Assets > Create > 2D > Sprites > Triangle Select it and click "Open Sprite Editor" In the Sprite Editor, click on the lock (Toggle Sprite Editor locks.) icon Lock any item Close Sprite Editor Re-open Sprite Editor and observe the locks Actual results: Locked properties are not retained and are editable again Expected results: Locked properties are…

Retrieved 2026-11-09
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.
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 accessibility node queries logging a main-thread error to the console on Android when a screen reader is enabled.
AccessibilityFixAndroid
Fixed double state announcement for AccessibilityRole.Toggle nodes on Android.
Linked bug report
UUM-146950: TalkBack announces a redundant "checked" on top of the "on" state for Toggle accessibility nodes

Steps to reproduce: Open the project at [Internal link] Buid & run for Android Tap the UI Controls button Check the Toggle Element Turn TalkBack on Tap the Toggle Element Actual results: TalkBack announces a redundant "checked" on top of the "on" state. Expected results: TalkBack only announces the "on" state. Reproducible with versions: 6000.0+ Tested on (OS): Android, iOS

Retrieved 2026-11-10
AccessibilityFixAndroidUUM-146950
Fixed the Accessibility Hierarchy Viewer displaying the previous Play session's accessibility hierarchy after exiting Play mode.
AccessibilityFixUUM-147419
Fixed the main application window also being provided for secondary windows for UI Automation clients.
AccessibilityFixWindows
Fixed the screen reader being slow to navigate away from AccessibilityRole.Dropdown nodes on Android.
Linked bug report
UUM-146949: TalkBack is very slow to navigate away from Dropdown accessibility nodes

Steps to reproduce: Open the project at [Internal link] Buid & run for Android Tap the UI Controls button Turn TalkBack on Navigate by swipe all controls down to Slider Element Navigate backwards up to Text Field Element Actual results: TalkBack is very slow to navigate away from Dropdown Element regardless of the navigation direction. Expected results: TalkBack navigation is snappy for all ac…

Retrieved 2026-11-10
AccessibilityFixAndroidUUM-146949
Fixed the Windows player crashing at shutdown once a UI Automation client (e.g. a screen reader) has interacted with the application.
AccessibilityFixWindowsUUM-146676
Fixed AssistiveSupport.screenReaderStatusChanged not being supported by Narrator (the Windows built-in screen reader).
Linked bug report
UUM-147175: Narrator does not support AssistiveSupport.screenReaderStatusChanged

Steps to reproduce: Open the project at [Internal link] Buid & run for Windows Turn Narrator on, then off. Actual results: The Screen Reader status at the bottom of the screen doesn't change according to Narrator's status. Expected results: The Screen Reader status at the bottom of the screen changes according to Narrator's status. Reproducible with versions: 6000.3+ Tested on (OS): Windows 11

Retrieved 2026-11-09
AccessibilityFixWindowsUUM-147175
Fixed Visual Scripting nodes (bottleneck, thermal, performance level, boost, performance mode, and scaler events) no longer firing in the player after Adaptive Performance moved into the engine module. The events are now forwarded to the Visual Scripting EventBus from the adaptive performance samples package assembly, where the VISUAL_SCRIPTING_ENABLED define is active.
Adaptive PerformanceUUM-135587
Gate Adaptive Performance settings during package operations.
Linked bug report
UUM-140197: Play Mode can be entered when disabling Adaptive Performance and pressing either the Play Mode button or the keyboard shortcut to enter Play Mode before recompilation leading to errors and warnings thrown

Steps to reproduce: Create a new Unity project using the Universal 3D template Open the Project Setting window (Edit > Project Settings) Open the Adaptive Performance tab Enable Adaptive Performance Disable Adaptive Performance Quickly press the Play Mode button or the shortcut to enter Play Mode (command+p) Observe the Console window Actual results: "ScriptableSingleton already exists. Did yo…

Retrieved 2026-11-09
Adaptive PerformanceFixUUM-140197
As a result of an unsupported configuration, a NavMeshAgent would try to separate from its own NavMeshObstacle component by jumping in arbitrary directions. Now the agent moves in one stable direction.
Fixed editor crash when baking a nav mesh that includes objects that result in an extremely large bounds.
Linked bug report
UUM-134462: Crash with multiple stack traces when baking a specific Navmesh Surface

How to reproduce: 1. Open the attached “IN-130259” project 2. Open the “Eldara” scene 3. In the Hierarchy, search for “nav“ 4. Click on the “NavMesh Surface” GameObject 5. In the Inspector, click “Bake” 6. Wait for ~5 minutes 7. Observe the crash Reproducible with: 2.0.5 (6000.0.38f1), 2.0.10 (6000.0.0b13, 6000.0.68f1, 6000.3.9f1, 6000.4.0b9, 6000.5.0a7) Could not test with: 6000.0.0b12 (could…

Retrieved 2026-11-09
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
NavMeshAgents created or teleported inside box NavMeshObstacles could not move out of the obstacles.
Linked bug report
UUM-146477: NavMeshAgents trapped inside NavMeshObstacles move erratically

Steps to reproduce: Extract and open the project in [Internal link]. Open scene PressPlayToCreateScene.unity . Press play to start the scene. Observe the movement of the NavMeshAgents in the scene. To make it easier to notice the agents and obstacles in the scene view, you can select the object SpawnAgentsAndObstacles, and possibly enable the Wireframe view. Actual results: Some Agents jump ar…

Retrieved 2026-11-09
The sourceBounds from a NavMeshData object generated far from origin were incorrectly including the origin. These bounds now wrap tightly around the meshes used for building the NavMesh.
Linked bug report
UUM-152672: NavMeshData sourceBounds include the build origin when all sources are on one side of the origin position

Reproduction steps: 1. Open the attached project “NavMeshTest” 2. In the Hierarchy window select “NAV MESH 1” GameObject 3. In the Inspector window Bake the NavMeshSurface 4. In the Hierarchy window select “NAV MESH 2” GameObject 5. Repeat step 3 6. Inspect “NAV MESH 1” and “NAV MESH 2” bounds in the Game view Expected result: Bounds for both GameObjects only include geometry Actual result: Bo…

Retrieved 2026-11-10
Updated nav agent to ignore and warning about a path being set from a navigation surface not matching the agent's Id.
Linked bug report
UUM-108989: Navigation Agent stops moving where multiple different NavMesh Surfaces overlap when the "NavMeshAgent.SetPath" method is used

How to reproduce: 1. Open the “BugTest.zip“ project 2. Open the “SampleScene“ 3. Enter Play Mode 4. Observe the red Capsule Game Object in the Game view Expected result: The red Capsule eventually reaches the purple Cube Actual result: The red Capsule starts moving but then stops where different NavMesh Surfaces overlap Reproducible in: 1.1.1, 2.0.8 (2021.3.52f1, 2022.1.0a1, 2022.3.63f1, 6000.…

Retrieved 2026-11-09
Added Scripting documentation for PlayerSettings.Android.compileSdkVersion.
AndroidFix
Fixed "Failed to find target with hash string android-37" when Target API Level 37 is selected.
Linked bug report
UUM-150216: Build fails with "Failed to find target with hash string 'android-37'" when Target API Level 37 is selected

How to reproduce: 1. Open the attached “IN-151630.zip” project 2. Go to Build Profiles (File → Build Profiles) 3. Build for Android 4. Observe the Console window Actual result: The build fails Expected result: The build finishes successfully Reproducible with: 6000.0.82f1, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Could not test with: 6000.0.0f1 (Android API 37 not supported error) Rep…

Retrieved 2026-11-10
AndroidFixUUM-150216
Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks.
AndroidFixUUM-146922
Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks.
AndroidFixUUM-147085
Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks.
Linked bug report
UUM-147144: Crash on "GetAndroidFallbackSystemFonts" when an error is logged into Console in the Player

How to reproduce: 1. Create and open a new project 2. Create a C# script and add the following line to the Start method: “Debug.LogError(“SOME TEXT”);” 3. Attach the created script to any GameObject in the scene 4. Open Build Profiles (File > Build Profiles) 5. Create an Android profile, if there isn’t one 6. Switch to the Android profile 7. Enable Development build 8. Build and Run to a devic…

Retrieved 2026-11-10
AndroidFixUUM-147144
Fixed a crash when calling AnimatorController.CreateNewStateMachineBehaviour with a null MonoScript. It now throws an ArgumentNullException instead.
Linked bug report
UUM-150813: Crash on MonoScript::GetScriptTypeWasJustCreatedFromComponentMenu when the MonoScript argument of the method AnimatorController.CreateNewStateMachineBehaviour is null

How to reproduce: Open the attached "IN-150967" project In the menu bar, select "Bug Repro" > "AnimatorController null MonoScript" > "1. CrashCreateNewStateMachineBehaviour" Observe the crash Reproducible with: 6000.3.0a6 (6966ed4b28e1), 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Could not test with: 6000.0.0f1, 6000.0.82f1, 6000.3.0a5 (36d7e9fd6645) (Compilation errors: AnimatorControl…

Retrieved 2026-11-11
AndroidFixUUM-150813
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 a warning incorrectly appearing in Preferences > External Tools when using a custom Android SDK Tools path.
AndroidFix
Fixed alignment issues in Android External Tools settings panel.
AndroidFixUUM-148378
Fixed an approximately 7 MB native memory leak per Application.Unload cycle when using GameActivity.
AndroidFix
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 issue that caused lag in the Unity preferences text fields when Android support is installed.
AndroidFixUUM-147435
Fixed Android native libraries having a GNU_RELRO segment that was not aligned to 16 KB. libc++_shared.so will stay unaligned until the next NDK update.
Linked bug report
UUM-156603: Core Android libraries fail to satisfy 16-KB page alignment when building for ARM64 using the IL2CPP scripting backend

How to reproduce: Create a new empty 3D project Navigate to File -> Build Profiles and switch the platform to Android Navigate to Edit -> Project Settings -> Player -> Other Settings Set Scripting Backend to “IL2CPP” and Target Architectures to “ARM64” Build the project to generate an APK Extract the built APK (e.g., rename to .zip and unzip) and navigate into the lib/arm64-v8a/ folder to loca…

Retrieved 2026-11-11
AndroidFixUUM-156603
Fixed Android version labels to match Google's naming.
AndroidFixUUM-150412
Fixed CanBuildWithSymlinkSources flakiness caused by parameterized runs sharing a temp export directory.
AndroidFixUUM-149303
Fixed case of system bars appearance resetting to Light automatically on Android 11 when System Bars Behavior is set to Dark.
AndroidFix
Fixed case of system bars not hiding automatically on Android 11 when System Bars Behavior is set to "Show Transient Bars By Swipe".
Linked bug report
UUM-149900: Android system bars do not hide automatically when System Bars Behavior is set to "Show Transient Bars By Swipe"

How to reproduce: 1. Create and open a new project 2. Navigate to Project Settings, Player tab (Edit > Project Settings > Player) 3. In the Android tab, under Resolution and Presentation, disable “Status Bars” and “Navigation Bars” 4. Set System Bars Behavior to “Show Transient Bars By Swipe” 5. Build and Run the project for Android 6. When the application starts, swipe to bring out the Naviga…

Retrieved 2026-11-10
AndroidFixUUM-149900
Fixed freeze when relaunching GameActivity immediately after unload in UaaL mode.
AndroidFixUUM-149857
Fixed problem with WebCamTexture not restoring on Android when "Run Without Focus" is set.
AndroidFixUUM-149681
Fixed SIGSEGV on Application.Quit() when the cursor was ever set.
AndroidFixUUM-153932
Fixed split APKs by target architecture all receiving the same version code.
Linked bug report
UUM-144372: ARM64 and ARMv7 APKs return the same version code when "Split APKs by target architecture" is enabled

Steps to reproduce: 1. Create a new project 2. Switch to Android build profile 3. Make sure both ARMv7 and ARM64 Target Architectures are turned on (Edit → Project Settings → Player → Android Tab) 4. Enable “Split APKs by target architecture” 5. Build the Android Player 6. Run “apkanalyzer manifest version-code <APK_PATH>” on both APKs in the terminal 7. Observe the terminal Actual result: Bot…

Retrieved 2026-11-09
AndroidFixUUM-144372
Fixed the Compile SDK Version dropdown in Android Player Settings listing API levels that are lower than the minimum supported compile API level.
AndroidFixUUM-151786

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