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Burst compilation was skipped for jobs discovered via [JobProducerType] (such as IJobChunk) in Player builds using the High Managed Stripping Level, causing them to silently fall back to managed code. ().
Linked bug report
UUM-147717: Burst compilation fails for IJobChunk jobs when Managed Stripping Level is set to High

How to reproduce: 1. Open the attached “IN-148061” Project 2. Open SampleScene 3. Under Project Settings > Optimization, set Managed Stripping Level to High 4. Enter Play Mode 5. Observe the console 6. Build and run the Project 7. Open the player.log and find this line "of 1 executions, 1 were NOT Burst-compiled" Actual result: Burst is not used in the Player Expected result: Burst is used for…

Retrieved 2026-11-10
BurstFixUUM-147717
Ensure the bundle is resigned correctly when running under X64 process root.
Linked bug report
UUM-149014: Editor closes with exit code 137 when running batchmode using an x64 GitHub actions runner

How to reproduce: Download and extract the attached “IN-148611” project Create a GitHub repository containing the attached “IN-148611-workflow” files Open the created GitHub repository in a browser In GitHub, navigate to “Settings → Actions → Runners” Select “New self-hosted runner” Ensure that “x64” is selected as the architecture Follow the provided steps until the run step Run the runner as…

Retrieved 2026-11-10
BurstFixUUM-149014
Fixed a rare compilation crash caused by a data race in portable-PDB debug info handling during parallel compilation.
BurstFix
Fixed an issue where enabling or disabling UI Toolkit Live Reload on the *Burst Inspector* window logged a window serialization error.
Linked bug report
UUM-148278: Window serialization error is thrown when enabling or disabling Live reload for Burst Inspector window

Steps to reproduce: Open the attached project Open Burst Inspector Jobs -> Burst -> Open Inspector Right-click on the Burst Inspector window handle Select the Enable Live Reload option Observe the Console window Actual results: A window serialisation error is thrown every time Live Reload is enabled or disabled Expected results: No errors or warnings are thrown when enabling or disabling Live …

Retrieved 2026-11-10
BurstFixUUM-148278
Fixed that some of Burst's Windows assemblies were not Authenticode-signed. All Burst-authored binaries are now signed.
BurstFixWindows
Fixed the Burst Inspector disassembly search bar requiring a second Ctrl/CMD + F press to reopen after being closed.
Linked bug report
UUM-144286: Code search field cannot be reopened after being closed in Burst Inspector window

Reproduction steps: 1. Create a new project 2. Jobs > Burst > Open Inspector… 3. Select one of the Jobs 4. Click on the “X” button on the newly appeared search section at the bottom right of the Burst Inspector window Actual result: Search field disappears and there’s no option to reopen it Expected result: Search field disappears and it can be reopened again Reproducible with: 1.8.12 (6000.0.…

Retrieved 2026-11-09
BurstFixUUM-144286
Structs with auto-layout can now be used in Burst as long as they are not a part of a method's signature or a job's struct. This allows tuples to be used in structs that don't cross the managed-native barrier again.
BurstFix
Fixed command-line arguments for the cache server not being sent properly to the asset import worker.
Cache ServerFixServer
Added a prompt asking the user whether to save their scene before upgrading a project to Cinemachine 3.
CinemachineFixUUM-148112
Changed static reset in CinemachineCore to happen during SubsystemRegistration.
Linked bug report
UUM-148700: CameraActivatedEvent is not cleared when CinemachineCore statics reset after scene load

Steps to reproduce: 1. Create a new Unity project 2. Download the CineMachine package 3. In the Project tab, open Packages/com.unity.cinemachine/Runtime/Core/CinemachineCore.cs 4. Observe the code Actual result: "CinemachineCore.ResetStaticsOnLoad()" runs at the "AfterSceneLoad" stage, and the "CameraActivatedEvent" is not cleared Expected result: "CinemachineCore.ResetStaticsOnLoad()" should …

Retrieved 2026-11-10
CinemachineFixUUM-148700
Fixed C# scripts referencing moved Cinemachine APIs not being automatically upgraded from the Cinemachine namespace to Unity.Cinemachine when upgrading a project.
CinemachineFixUUM-147045
Fixed disappearing foldout properties in Cinemachine Orbital Follow inspector.
Linked bug report
UUM-143630: Orbital Follow axis fields (Horizontal/Vertical/Radial) disappear from the Inspector after Undo

How to reproduce: 1. Open the attached project "Orbital" 2. Open the "SampleScene" scene and select the "Third person Aim Camera" GameObject in the Hierarchy 3. In the Inspector, under the "Cinemachine Orbital Follow", change the "Vertical Axis" to any value 4. Click Undo (Command + Z) 5. Click on the "Vertical Axis" field name and observe the results Expected results: The field doesn't disapp…

Retrieved 2026-11-09
CinemachineFixUUM-143630
Fixed invalid obsolete InvalidPathCache call in CinemachineConfiner.
Linked bug report
UUM-147086: IL2CPP compilation breaks when calling the obsolete InvalidatePathCache() method due to infinite recursion in CinemachineConfiner.cs

How to reproduce: Create a new empty URP Project Add the latest Cinemachine package Open the CinemachineConfiner.cs file Observe the issue with line 173 Actual result: The method body calls itself, creating unconditional infinite recursion, which causes a break in IL2CPP compilation: ”[Obsolete("Please use InvalidateCache() instead")] public void InvalidatePathCache() => InvalidatePathCache();…

Retrieved 2026-11-10
CinemachineFixUUM-147086
Fixed SerializeReference serialization warnings when adding a modifier to CinemachineFreeLookModifier.
Linked bug report
UUM-147115: TiltModifier missing [Serializable] attribute causes SerializeReference warning when adding Tilt modifier to CinemachineFreeLookModifier

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Open Package Manager and install Cinemachine package 3. In Hierarchy window create Cinemachine Camera (Cinemachine > Cinemachine Camera) 4. Go to Inspector > Cinemachine Camera > Add Extension > select “CinemachineFreeLookModifier” 5. In Modifiers list press “+” and select “Tilt” 6. Observe the Console window Actual…

Retrieved 2026-11-10
CinemachineFixUUM-147115
Fixed the "Reset argument" button in Preferences > External Tools so it updates the "External Script Editor Args" field immediately instead of only after a focus change.
Code EditorFixUUM-150210
Fixed case of DataStreamReader and DataStreamWriter intermittently corrupting packed data on 32-bit ARM (armeabi-v7a) players under IL2CPP. The bit-packing fast path read and wrote its 64-bit word by casting the buffer pointer and dereferencing it ((ulong)(buffer + byteIndex)) at an arbitrary byte offset; that is an unaligned 64-bit access, which is undefined behavior on ARMv7 and silently returned mangled bytes. The word is now transferred with a byte-wise copy (UnsafeUtility.MemCpy), which is alignment-safe on every architecture, and folds back to a single load/store on targets that allow unaligned access.
CoreFixUUM-138845
Fixed crash when calling GameObjectUtility.GetStaticEditorFlags, SetStaticEditorFlags, AreStaticEditorFlagsSet, GetNavMeshArea, SetNavMeshArea, GetNavMeshLayer, or SetNavMeshLayer with a null GameObject argument. These now throw ArgumentNullException instead.
CoreFixUUM-151059
Fixed Leak Detection reporting false leaks on the first Domain Reload after switching from EnabledWithStackTrace to Enabled.
Linked bug report
UUM-108870: LeakDetection will report false leaks on the first Domain Reload after switching from EnabledWithStackTrace to Enabled

Reproduction steps: 1. Open the attached project "ReproProj" 2. Set Leak Detection Level to “Enable with StackTrace” (Edit > Preferences > Jobs > Leak Detection Level > Enable With Stack Trace) 3. Click Tools > Reload Domain 4. Set Leak Detection Level to “Enabled” (Edit > Preferences > Jobs > Leak Detection Level > Enabled) 5. Repeat step 3 6. Observe the Console Expected result: No leak dete…

Retrieved 2026-11-09
CoreFixUUM-108870
Fixed Transform serialized values not being properly initialized when cloning GameObjects.
Linked bug report
UUM-131305: Transform corruption and/or crash on PhysX::CreateCharacterController when spawning physics objects into Prefab stages

Steps to reproduce: 1. Open the “user’s attached project.” 2. Open “SampleScene” 3. Enter Prefab Editing Mode for “PrefabStage” through the Hierarchy 4. Change the Scale of the “PrefabStage” GameObject through the Inspector 5. Undo the changes 6. Observe crash or “Invalid AABB” errors printed in the console Reproducible with versions: 6000.0.65f1, 6000.3.3f1, 6000.4.0b3, 6000.5.0a4 Notes: The …

Retrieved 2026-11-09
CoreFixUUM-131305
Revert problematic string operation optimizations.
CoreFixUUM-146910
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
Avoid creating D3D12 device twice.
DX12FixUUM-147044
Enabled URP_Lighting test suite.
DX12Fix
Fixed a random crash on Windows when using the Direct3D12 graphics API, caused by a use-after-free when releasing GPU buffers.
Linked bug report
UUM-150682: Crash on GfxVersionList::Impl::ReleaseFromGfxVersionList when performing various Unity operations

A recurring crash issue in the Unity Editor has been observed, affecting various workflows. These crashes have been reported to happen when: Entering Play Mode Moving GameObjects Interacting with Unity Editor Windows Reproducible with versions: 6000.0.62f1 - 6000.0.78f1, 6000.3.0b10 - 6000.3.22f1, 6000.5.0a7 - 6000.5.9f1, 6000.6.0a6, 6000.7.0a2 - 6000.7.0a4 (Sentry data) Reproducible on: Windo…

Retrieved 2026-11-10
DX12FixWindowsUUM-150682
Fixed an editor CPU performance regression in passes using DrawNullGeometry (fullscreen blits, post-processing, VFX quads) caused by running shader reflection on every draw call.
DX12FixUUM-144068
Fixed an issue where VRAM used by small textures wasn't released back to the GPU driver after the textures were destroyed when using the Direct3D12 graphics API on Windows. You can now tune the small-texture heap size with the d3d12-small-texture-tiles-per-heap boot config parameter to balance VRAM reclamation against heap-allocation overhead.
Linked bug report
UUM-142284: Texture memory does not get released when using Direct3D12 Graphics API

How to reproduce: 1. Open the attached "IN-142722_SmallTexture.zip" project 2. Build the project 3. Run the Player 4. Observe the VRAM graph with the green line in the Player Actual result: VRAM does not get released when the textures are released Expected result: VRAM gets released when the textures are released Reproducible with: 2023.1.0a1, 6000.0.75f1, 6000.3.15f1, 6000.4.6f1, 6000.5.0b8, …

Retrieved 2026-11-09
DX12FixWindowsUUM-142284
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
Fixed Player Settings showing unusable D3D12 device filtering settings for platforms that don't support Direct3D12.
DX12FixUUM-149251
Fixed random crash in RenderSurfaceD3D12::Reset.
DX12FixUUM-142634
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
Hardware Dynamic Resolution on D3D12 no longer produces a bright-pixel corruption artifact on AMD GPUs caused by uninitialised placed-resource compression metadata after a resolution-scale switch.
Linked bug report
UUM-108671: Visual artifacts appear when the HD Dynamic Resolution Component changes the resolution scale

Reproduction steps: 1. Open the attached project "ReproProj" 2. Go to PikPok > Build Configs 3. Select “QA” in the left panel 4. Click “Apply Settings” in the top right corner 5. Go to DRS > GameRunner 6. In the list of Boot scenes, select “Boot.unity” 7. Click Run 8. Start the game 9. Go all the way to the left side of the map 10. Move the slider slowly to the right 11. Observe the Scene whil…

Retrieved 2026-11-09
DX12FixUUM-108671
HDRP Sample projects no longer spam D3D12 validation error (category 9, id 1422) on startup.
DX12FixUUM-133610
Placed-resource aliasing on D3D12 no longer emits repeated D3D12 validation errors (category 9, id 1422) during Hardware DRS operation.
DX12FixUUM-143015
Start tracking d3d12 resources using D3D12Object class on remaining D3D12 platforms similarly to how desktop does this.
DX12FixUUM-147469
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
Add duospace tag support to ATG
EditorFixUUM-146098
Added a developer-mode project setting to toggle persistent constant buffers for global shader variables.
EditorFix
Added a Help button to the Build Analysis window.
EditorFixUUM-147961
Added a reconnect handler for fast Play mode and RenderGraph viewer.
Linked bug report
UUM-147574: “NullReferenceException” errors spammed in the Console when hovering the mouse over the grid in Render Graph Viewer when in Play Mode

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Open Render Graph Viewer window (Window > Analysis > Render Graph Viewer) 3. Enter Play Mode 4. Hover mouse on the grid in Render Graph Viewer 5. Observe the Console window Actual results: “NullReferenceException: Object reference not set to an instance of an object” errors are spammed in the Console window Expected…

Retrieved 2026-11-10
EditorFixUUM-147574
Added a static function CleanupRenderPipelineIfActive to prevent activeRenderPipelineDisposed from firing while disposing non-active render pipelines.
Linked bug report
UUM-148022: RenderPipelineManager fires activeRenderPipelineDisposed and tears down the active pipeline when an unrelated inactive RenderPipelineAsset is disabled or unloaded

How to reproduce: 1. Open the attached “IN-149170” project 2. Open “ReproScene” 3. Enter Play mode 4. Observe the console Actual result: Console prints "REPRO3448487 >>> BUG CONFIRMED” Expected result: Console prints "REPRO3448487 >>> No bug” Reproducible with: 6000.0.0f1, 6000.0.80f1, 6000.3.20f1, 6000.5.4f1, 6000.6.0b5, 6000.7.0a4 Reproducible on: Windows 11, macOS 26.5.2 (M1) (by reporter) …

Retrieved 2026-11-10
EditorFixUUM-148022
Added analyzer rules UAC1019 and UAC1020 (both Error severity) to detect [SerializeReference] fields in serialized dictionary keys and values, which cause silent data loss or dictionary corruption. The analyzer reports an error on the dictionary field declaration at compile time.
EditorFixUUM-146298
Added directional-light Core tests.
EditorFix
Added explicit padding in DrawCommandSettings to avoid garbage data when calculating hash value.
Linked bug report
UUM-144036: Entities Graphics entities with Mesh Renderer flicker while the subscene is closed when batch creating a large amount of entities

How to reproduce: 1. Open the attached "IN-144422_FlickerBugRepro.zip" project 2. Open the "SampleScene" 3. Observe the cubes at the top of the scene Actual result: The cubes and their shadows flicker Expected result: The cubes do not flicker Reproducible with: 6000.5.0a1, 6000.5.0b12, 6000.6.0a7 Not reproducible with: 6000.0.77f1, 6000.3.17f1, 6000.4.0a3, 6000.4.11f1 Reproducible on: Windows …

Retrieved 2026-11-09
EditorFixUUM-144036
Added group aware localization APIs.
EditorFix
Added headless NativeJobs (no container) [manually triggered].
EditorFix
Added headless Runtime/RegressionRuntime jobs (no container) [manually triggered].
EditorFix
Added some valid search terms/keywords for Indexing settings in "Preferences" window.
Linked bug report
UUM-146350: Search's Indexing settings in the Preferences window are not searchable

Steps to reproduce: Create a new project Open the Preferences window In the Preferences search field, type "Packages indexing" or "Deep scene and prefab indexing" Observe search results Actual results: Preference's search returns no result, despite searching for the exact setting's name Expected results: Search's Indexing settings can be found using the Preferences search field Reproducible wi…

Retrieved 2026-11-09
EditorFixUUM-146350
Added vulkan-specific issue where certain UITK elements with overflow:hidden would not render.
Linked bug report
UUM-142280: Label inside Scroll Rect container is not rendered when "overflow:hidden" is applied to the container

Reproduction steps: 1. Open the attached “IN-142347” project 2. Open the “Scenes/SampleScene” Scene 3. Select the "UI Toolkit/PanelSettings" Asset 4. Make sure "Theme Style Sheet" value is set to "default" Sheet in the Inspector window 5. Open the “NewUXMLTemplate” in the UI Builder window 6. Compare the outputs between Game View and UI Builder window Actual result: First label is not rendered…

Retrieved 2026-11-09
EditorFixUUM-142280
An issue where installing the Multiplayer Play Mode package did not enable the feature until the Editor was restarted.
Linked bug report
UUM-144481: "Default Play Mode" button does not appear in the Editor toolbar after installing Multiplayer Play Mode package

Reproduction steps: 1. Create a new project 2. Install Multiplayer Play Mode package (Window > Package Management > Package Manager) 3. Wait for the package to finish installing 4. Observe the top Editor toolbar Actual result: "Default Play Mode" button does not appear in the toolbar Expected result: "Default Play Mode" button appears in the toolbar Reproducible with: 3.0.0 (6000.6.0a1, 6000.6…

Retrieved 2026-11-09
EditorFixUUM-144481
Applications no longer hang when calling SplashScreen.Stop(FadeOut) while the splash screen is disabled.
EditorFixUUM-143481
Asset Import Workers no longer crash and Player builds no longer fail when building after deleting and recreating an active Build Profile.
Linked bug report
UUM-141610: Build Fails and Asset Importers Crash or Player Crashes when building Player without Graphics API in Player APIs List after recreating Build Profile

Steps to reproduce: Create a new URP 3D Project Open the Build Profiles and Project Settings Windows In the Project Player Settings uncheck the "Auto Graphics API for Windows" checkmark and move the DX11 Graphics API to the top of the Graphics APIs list Choose "Restart Later" when prompted In the Build Profiles create a new Windows Profile and add Player Settings to it Build and Run, then clos…

Retrieved 2026-11-09
EditorFixUUM-141610
Awaitable.NextFrameAsync now resumes in edit mode, including when the Editor runs in batch mode, instead of waiting indefinitely for an unrelated scene update.
EditorFixUUM-148723
Build Analysis JSON remove duplicated messages.
EditorFixUUM-145857
Build Analysis UI is slow when large build selected.
EditorFixUUM-143142
Build Profile Add Settings button now properly checks all providers when toggling enabled / disabled state.
EditorFixUUM-144522
Changed to float enums in sub graphs should update subgraph nodes properly now.
Linked bug report
UUM-143534: Sub-Graph's Enum Float entries are not updated on the main Shader Graph

How to reproduce: 1. Create a new HDRP project 2. In the Project window, right-click -> Create -> Shader Graph -> Sub Graph 3. Add the Float variable 4. In the variable Inspector, change the mode to "Enum" 5. In the Project window, right-click -> Create -> Shader Graph -> Any Shader Graph 6. Add the Sub Graph to the Shader Graph 7. On the Sub-Graph, add entries under the float variable 8. Open…

Retrieved 2026-11-09
EditorFixUUM-143534
Changing the size of an array through the inspector will now validate the requested array size against the max allowed object size which is 4GB. Element count and element size plus the remaining object data it taken into account.
EditorFixUUM-134407
Codesigned several previously unsigned executables shipped with the Windows editor that could sometimes be blocked by antivirus software.
EditorFixWindowsUUM-147382
Color space sync deferred until after initial asset DB refresh to avoid crash on startup.
Linked bug report
UUM-141297: An "RefreshInternalV2 is called before InitialRefresh" error is thrown when opening a project where a build profile with Player settings added is selected

How to reproduce: 1. Open the attached “IN-141175” project 2. Observe the Console Actual result: Error “RefreshInternalV2 is called before InitialRefresh” is thrown Expected result: No errors are thrown Reproducible with: 6000.3.14f1, 6000.4.5f1, 6000.5.0b5, 6000.6.0a2, 6000.6.0a4 Not reproducible with: 6000.6.0a1 (7dc703ab9bd8) Reproducible on: Windows 10 Not reproducible on: Windows 11, macO…

Retrieved 2026-11-09
EditorFixUUM-141297
Declaring an input component in a namespace that has the same name of its containing assembly, or declaring it when there's another namespace with a duplicated name no longer causes a compilation error. (MTT-13332).
EditorFix
Deleting the script of a node or state created with the GraphToolkit public API now correctly shows its placeholder and the error associated with it.
EditorFix
Disabled advanced font features for UITK editor text.
Linked bug report
UUM-147689: Symbols in GameObject names shift vertically in the Hierarchy window when adjacent letters are uppercase and Hierarchy V2 is enabled

Steps to reproduce: 1. Open the Attached “IN-148226” Project 2. Open the SampleScene 3. Ensure that Hierarchy V2 is enabled 4. Observe the hierarchy Actual result: In the Hierarchy window, symbols like “~” in a GameObject's name shift vertically depending on the case of adjacent symbols Expected result: Symbols in Hierarchy stay vertically aligned regardless of the case of neighboring letters …

Retrieved 2026-11-10
EditorFixUUM-147689
Disabled Open Frame Debugger from the UITK profiler Toolbar when running a standalone profiler.
Linked bug report
UUM-144370: Frame Debugger cannot be enabled when opened from UI Toolkit Details module of Standalone Profiler

Steps to reproduce: Create a new 3D URP project Open Window > Analysis > Profiler (Standalone Process) Click on the "UI Toolkit Details" module to focus on it Click on the "Open Frame Debugger" button in the panel Observe the opened Frame Debugger Actual results: The Frame Debugger opens showing "Frame Debugger requires at least one available Game (Play Mode) window" and cannot be enabled, eve…

Retrieved 2026-11-09
Disabled Remove buttons in Build Profile settings during Play mode.
Linked bug report
UUM-143194: Adaptive Performance settings in the Build Profile window can be removed when in Play Mode which results in “SerializedObjectNotCreatableException" errors thrown

Steps to reproduce: Install the Android module Create a new Unity project using the Universal 3D template Open the Build Profile window Click the "Add Build Profile" button Add the Android platform Add the Adaptive Performance settings to the Android platform Enable the Android Provider Dock the Build Profile window Enter Play Mode Remove the Adaptive Performance settings Exit Play Mode Repeat…

Retrieved 2026-11-09
EditorFixUUM-143194
Don't optimize the projection matrix when Vulkan pre-transform may rotate it.
Linked bug report
UUM-150650: OptimizeProjectionMatrix zeroes the Vulkan pre-transform rotated projection matrix, so Canvas Shader Graph elements clipped by a RectMask2D are not rendered on Android

Steps to reproduce: 1. Open the attached user's project "3478286-cqa-repro.zip" 2. Make sure the build target is Android 3. Enable "Apply display rotation during rendering" (Player Settings > Android) 4. Set the graphics API to Vulkan 5. Open the "Repro" Scene and observe the green and red quads in the Game view 6. Build and Run the project on an Android device and rotate the device 7. Observe…

Retrieved 2026-11-10
EditorFixUUM-150650
Driven RectTransform properties are read-only on a Prefab asset in the project window, matching in a Prefab instance.
EditorFixUUM-135352
Ensure SpriteRenderer material are indexed.
EditorFixUUM-144279
Ensure the SearchDetailView actually refresh its uitk controls only when needed.
EditorFixUUM-137445
FilterFunctionDefinition asset's Inspector shows raw serialized fields instead of a proper UI Toolkit inspector.
EditorFixUUM-148830
Fix to sort TreeView on query completion.
EditorFixUUM-146365
Fixed a bug where a GameObject's cut styling persisted in the Hierarchy after entering Play Mode while paste command was no longer available.
Linked bug report
UUM-134218: Hierarchy v2: Cut styling should be reset after entering playmode

Currently cut action visual styling remains but paste option is not allowed which is conflicting. We need to either reset cut visual styling or make paste option available so that it doesn't become a false cut Steps to reproduce: 1. Cut a node in edit mode 2. Enter playmode Actual results: Visual styling remains, but paste option is not allowed Expected results: Cut styling should be cleared I…

Retrieved 2026-11-09
EditorFixUUM-134218
Fixed a bug where clicking "Revert" in the prompt that appears when a build profile loses focus after adding a scripting define value in the scripting defines settings list does NOT result in removing the newly added value.
Linked bug report
UUM-147113: Reverting Scripting Defines on Build Profiles doesn't revert the changes

Steps to reproduce: Create and open a new project Open 'File -> Build Settings' Create two Build Profiles and switch to one of them Add the 'Scripting Define' via "Add Settings" Add a new Scripting Define with any name Switch to the other Build Profile Click on "Revert" in the dialog box Select the first Build Profile and observe Actual results: The added Scripting Define is displayed Expected…

Retrieved 2026-11-10
EditorFixUUM-147113
Fixed a bug where the Linux Editor wasn't anchoring the Help and Window menus to the end of the main menu bar.
EditorFixLinuxUUM-113169
FIxed a bug where the main toolbar unity logo appeared vertically stretched on mac retina display.
Linked bug report
UUM-134520: Unity logo icon in the main toolbar has incorrect proportions

Steps to reproduce: Open Unity Look at the far left of the top toolbar where the Unity logo is Actual results: Icon has incorrect proportions/ratio and looks slightly skewed Expected results: Icon appears with the correct proportions Reproducible with versions: 6000.0.7f1, 6000.5.0a8 Can’t test with versions: 6000.0.6f1 (The logo was introduced from 6000.0.7f1 onwards) Tested on (OS): Mac 15.7…

Retrieved 2026-11-09
EditorFixUUM-134520
Fixed a bug where the prefab stage header text did not update after the asset name was modified in the project browser.
EditorFixUUM-148172
Fixed a bug where Visual Element nodes with no name were not able to be renamed via double-click in the hierarchy.
Linked bug report
UUM-143826: Hierarchy v2: Impossible to click to rename on a no name node

Steps to reproduce: When users create a visual element with no name and and it renders in hierarchy v2, the HierarchyViewItemName is empty and too small so user cannot click on it to rename the element. see more details in [Internal link] Reproducible with versions: 6000.3 and up Tested on (OS): mac/windows Notes: In Hierarchy V1, the whole row is double-clickable to rename. We should probably…

Retrieved 2026-11-09
EditorFixUUM-143826
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 crash (ProfilerMutexLock / assertion gPersistentManager != NULL) that occurred when a managed DomainUnload handler performed a UnityEngine.Object null-check during editor shutdown.
Linked bug report
UUM-144371: Crash on ProfilerMutexLock when closing a project with specific Assets

How to reproduce: 1. Open the attached “IN-144542” project 2. Close the project 3. Wait for ~10 seconds 4. Observe the crash Reproducible with: 6000.0.11f1, 6000.0.77f1, 6000.3.17f1, 6000.4.11f1, 6000.5.0a2 Fixed in: 6000.5.0a3 Not reproducible with: 6000.0.10f1, 6000.5.0b12, 6000.6.0a7 Reproduced on: Windows 11, macOS 26.5 (user reported) Not reproduced on: No other environment tested Note: T…

Retrieved 2026-11-09
EditorFixUUM-144371
Fixed a crash in ATG when using fallbacks whose Source Font File is missing.
EditorFixUUM-148158
Fixed a crash that occurred when using multiline ellipsis with ATG.
EditorFixUUM-147865
Fixed a crash that would occur when switching a FontAsset from static to Dynamic in ATG.
Linked bug report
UUM-144549: Editor freezes and consumes all available disk space when changing a referenced Font Asset's Atlas Population Mode from Static to Dynamic

Steps to reproduce: Open the attached "TextFreeze" project Open the "SampleScene" From the Project window, select the "CalibriBold SDF.asset" In the Inspector, find Generation Settings > Atlas Population Mode property Change it from "Static (Obsolete)" to "Dynamic" Observe the Editor Alternative reproduction steps (from fresh project): Create a new 3D URP project Import the attached "CalibriBo…

Retrieved 2026-11-09
EditorFixWindowsUUM-144549
Fixed a crash that would sometimes happening when opening the gizmo menu in the scene view.
Linked bug report
UUM-144488: Crash on AnnotationManager::CanHideLODLabels when opening the Gizmos dropdown menu

How to reproduce: 1. Open the attached “IN-142649” 2. Open the “Main Menu“ scene 3. In the Scene view, open the Gizmos dropdown 4. Observe the crash Reproducible with: 6000.4.0a1, 6000.4.11f1, 6000.5.0f1, 6000.6.0a7 Not reproducible with: 6000.0.77f1, 6000.3.0a6, 6000.3.17f1 Reproduced on: Windows 11 Not reproduced on: No other environment tested First few lines of the stack trace: 0x00007FFE0…

Retrieved 2026-11-09
EditorFixUUM-144488
Fixed a crash when a scene file contains a Prefab instance with malformed added components list.
Linked bug report
UUM-145507: Crash on DeletePrefabInstanceObjectsForMissingPrefabs when opening a specific scene

Steps to reproduce: Open the attached “IN-140338” project Open the “Main” scene (Scenes → Main) Observe the crash Reproducible with: 6000.3.0a4, 6000.3.18f1, 6000.5.1f1, 6000.6.0b1, 6000.7.0a1 Not reproducible with: 6000.0.77f1, 6000.3.0a3 Reproducible on: Windows 11 Not reproducible on: No other environments tested First few lines of the stack trace: 0x00007FFDC6C1D612 (Unity) DeletePrefabIns…

Retrieved 2026-11-09
EditorFixUUM-145507
Fixed a crash when importing a Model with an empty or short bodyMask in clips data.
Linked bug report
UUM-144179: Crash on RemovedMaskedCurve when opening a project with specific animations

How to reproduce: 1. Open the attached “IN-144341” project 2. Observe the crash Reproducible with: 6000.0.0b11, 6000.0.77f1, 6000.3.17f1, 6000.4.11f1, 6000.5.0b12, 6000.6.0a7 Reproduced on: Windows 11, macOS 26.5 (user reported) Not reproduced on: No other environment tested First few lines of the stack trace: 0x00007FFCF2C38D8D (Unity) RemovedMaskedCurve 0x00007FFCF2BE5AB4 (Unity) ModelImport…

Retrieved 2026-11-09
EditorFixUUM-144179
Fixed a Hierarchy GameObject losing expanded state when another window is maximized and restored.
Linked bug report
UUM-146763: Expanded GameObject in the new Hierarchy window collapses when another window is maximized and restored

How to Reproduce: 1. Open the attached “IN-147067” project 2. Open “SampleScene” 3. Go to Edit → Preferences → General 4. Under “Hierarchy window”, check the “Use new Hierarchy window” checkbox 5. Expand the “Test Parent” GameObject so that it makes “Test Child” GameObject visible in the Hierarchy 6. Maximize the Game view 7. Restore the Game View to previous size 8. Observe the Hierarchy Actu…

Retrieved 2026-11-09
EditorFixUUM-146763
Fixed a Linux-only Editor crash caused by reentrancy while rebuilding menu items during a domain reload.
EditorFixLinuxUUM-149839
Fixed a memory leak caused by an undisposed CancellationTokenSource object in AsyncInstantiateOperation.
Linked bug report
UUM-147016: Memory leak on CancellationTokens when using an AsyncInstantiateOperation

How to reproduce: Open the attached “IN-147928“ Project Open the “SampleScene” Scene (Assets/Scenes) Enter Play mode In the Hierarchy window, double click the "Leaker" GameObject In the Inspector, open the Context menu of the “Leak Repro (Script)” Component (three dots) and select "Run" Repeat step 5 a few times Observe the “Before“ and “After“ used Memory amounts in the Console window Actual …

Retrieved 2026-11-10
EditorFixUUM-147016
Fixed a MissingReferenceException that the Inspector logged on Play mode exit when it was scrolled down and showed a Volume component.
Linked bug report
UUM-153587: MissingReferenceException Error is thrown after exiting Play mode if Volume component is shown in multiple Inspector windows

Steps to reproduce: Open the attached project Open the SampleScene Select the Global Volume object in the Hierarchy window Scroll the Inspector window that's docked to the right of the Game view all the way to the window's bottom Enter and exit Play mode Observe the Console window Actual results: Error is thrown after each Play mode exit if Volume component is visible on multiple Inspector win…

Retrieved 2026-11-10
EditorFixUUM-153587
Fixed a NullReferenceException in SamplePostprocessor.OnPostprocessAllAssets that could sometimes occur when creating a Timeline asset.
Linked bug report
UUM-149739: NullReferenceException is thrown when a Timeline Asset is created in a new folder after closing the Package Manager window with the Timeline package selected

How to reproduce: Open the attached "IN-150223" project In the top of the Unity editor, select “Window” > “Package Management” > “Package Manager” In the “Package Manager” window, select any package other than “Timeline” In the “Package Manager” window, select the "Timeline" package Close the “Package Manager” window In the Hierarchy tab, create an empty GameObject and keep it selected In the …

Retrieved 2026-11-10
EditorFixUUM-149739
Fixed a NullReferenceException thrown when selecting a GameObject in the Hierarchy while the Tool Contexts overlay was displayed but collapsed.
Linked bug report
UUM-141529: "NullReferenceException" errors are thrown when selecting a GameObject in the Hierarchy with Tool Context enabled and collapsed

How to reproduce: 1. Open the attached “IN-141840” project 2. Notice an NRE error in the Console 3. Select any GameObject in the Hierarchy 4. Observe the Console Actual result: NullReferenceErrors are thrown each time a GameObject is selected Expected result: No errors are thrown Reproducible with: 6000.3.0a4, 6000.3.15f1, 6000.4.6f1, 6000.5.0b7, 6000.6.0a4 Couldn’t test with: 6000.0.74f1, 600…

Retrieved 2026-11-09
EditorFixUUM-141529
Fixed a tooltip in the Render Pipeline Converter that showed the word "package" twice for the disabled Post-Processing Stack v2 converter item when the Post Processing package is not installed.
EditorFixUUM-151386
Fixed a typo in the services-gateway fallback URL that could cause sign-in and Cloud services to fail on Editors launched via Hub when the remote config CDN was unreachable.
Fixed a NullReferenceException error in the Console when extracting a variable to global scope in UI Builder.
EditorFixUUM-139826
Fixed account dropdown display when entering play mode.
Linked bug report
UUM-150759: Username field briefly displays "Sign in" when entering Play mode

How to reproduce: Create an empty project and open it Enter Play mode Observe the result in the top-left corner of the Unity editor Actual result: The username field flickers with “Sign in” before reverting to the signed-in user’s name Expected result: The username field keeps displaying the signed-in user’s name Reproducible with: 6000.3.0a2, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 …

Retrieved 2026-11-10
EditorFixUUM-150759
Fixed Adaptive Performance Settings removal with Android Provider causing errors.
Linked bug report
UUM-143194: Adaptive Performance settings in the Build Profile window can be removed when in Play Mode which results in “SerializedObjectNotCreatableException" errors thrown

Steps to reproduce: Install the Android module Create a new Unity project using the Universal 3D template Open the Build Profile window Click the "Add Build Profile" button Add the Android platform Add the Adaptive Performance settings to the Android platform Enable the Android Provider Dock the Build Profile window Enter Play Mode Remove the Adaptive Performance settings Exit Play Mode Repeat…

Retrieved 2026-11-09
EditorFixAndroidUUM-143194
Fixed an ANR that occurred when a GameActivity based application was destroyed while paused.
EditorFixUUM-147270
Fixed an attempt to delete a non-existent asset during a copy operation.
Linked bug report
UUM-144993: AssetModificationProcessor.OnWillDeleteAsset is called when duplicating an asset to a previously deleted path

How to reproduce: Open the attached “WillDeleteAsset.zip“ project In the Project window, delete the asset named Test 1.prefab Observe the Console Select the Test.prefab asset and duplicate it (Ctrl+D / Cmd+D) Observe the Console Actual result: The Console logs two "Delete cs: Assets/Test 1.prefab" warnings. "OnWillDeleteAsset" is triggered again during the duplication step Expected result: "On…

Retrieved 2026-11-09
EditorFixUUM-144993
Fixed an Editor crash that occured when inspecting a TextMeshPro font asset.
Linked bug report
UUM-145753: Crash on RenderEventsContext::ExecuteCommandBuffers when changing a TextMeshPro GameObject's font to Liberation Sans SDF - Fallback

How to reproduce: Open the attached “IN-145408“ project Open the “SampleScene“ scene In the Hierarchy, select the Text(TMP) GameObject (Canvas > Text (TMP)) In the Inspector, change the active Font Asset field (Main Settings) in the TextMeshPro - Text(UI) Component to the Liberation Sans SDF - Fallback font Observe the Crash Reproducible with: 6000.3.0a1, 6000.3.18f1, 6000.5.1f1, 6000.6.0b1, 6…

Retrieved 2026-11-09
EditorFixUUM-145753
Fixed an editor crash when a curve with more than 8 keys was set in a Particle System.
Linked bug report
UUM-144792: Crash on PolynomialCurve::BuildCurve when calling ParticleSystemRenderer.SetMeshes() with an AnimationCurve containing 9 or more keys

How to reproduce: Open the attached “IN-145668“ project Open the “ParticleCurveCrashRepro“ scene Enter Play mode Observe the crash Reproducible with: 6000.0.0f1 (4ff56b3ea44c), 6000.0.77f1, 6000.3.18f1, 6000.5.0f1, 6000.6.0a7 Reproducible on: Windows 11, macOS 15.3 (M2) Not reproducible on: No other environments tested Notes: Usually takes multiple attempts of entering Play mode to reproduce S…

Retrieved 2026-11-09
EditorFixUUM-144792
Fixed an incorrect max width calculation and propagation in layout groups when there are no child elements.
Linked bug report
UUM-152498: HorizontalLayoutGroup child columns are laid out incorrectly when using LayoutElement Preferred Width

How to reproduce: 1. Open the attached “IN-152978” scene 2. Open the scene titled "Open this Scene" 3. Enter Play mode 4. Observe the Game view Actual result: First column keys are too wide, second column keys are too narrow, ignoring LayoutElement Preferred Width Expected result: Both columns should be laid out evenly, matching their Preferred Width settings Reproducible with: 6000.6.0a6, 600…

Retrieved 2026-11-10
EditorFixUUM-152498

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