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6000.7.0b7100 shown
Removing unneeded features in remote settings.
N/A \(internal\)Fix
A ghosted FixedList - that is cleared and later repopulated with the same data (e.g. during prediction rollback) - now replicates correctly.
Linked bug report
UUM-131602: FixedList GhostField values become incorrect during client-side rollback when pressing the Spacebar repeatedly in Netcode for Entities

How to reproduce: 1. Open the attached "IN-127716" project 2. Enter Play mode 3. Press the Spacebar button repeatedly 4. Observe the console output Actual result: Occasionally, the values are incorrect and appear random Expected result: Values retrieved from FixedList during client-side rollback are correct Reproducible with: 1.5.0 (6000.5.0a4), 1.10.0 (6000.0.65f1, 6000.3.3f1, 6000.4.0b3, 600…

Retrieved 2026-11-09
Netcode for EntitiesFixUUM-131602
Fixed a predicted ghost divergence caused by running at very high framerates with very low SimulationTickRate, which meant that the client to not even fully predict one tick ahead of the latest snapshot arrival, causing the snapshot to be applied on a partial tick, which in turn resulted in the prediction-history backup failing to write, so it would constantly be stale.
Netcode for EntitiesFixUUM-147343
Fixed a regression in the handling of partial sends. In rare cases, the same dynamic ghost chunk hits the partial boundary at roughly the same entity index every tick. This indefinitely causes a subset of its ghosts to no longer be added to the snapshot.
Netcode for EntitiesFixUUM-145646
Fixed a spurious "JobTempAlloc has allocations that are more than the maximum lifespan of 4 frames old" warning that appeared when baking a ghost prefab set to Owner Predicted mode without a GhostOwner component.
Netcode for EntitiesFix
Fixed dragging the Importance field below its minimum of 1 (or Max Send Rate below 0) in the Ghost Authoring inspector triggering a re-bake pop-up even though the clamped value did not actually change.
Netcode for EntitiesFix
Fixed issue with a ghost prefab having multiple ghost prefab entity instances, like when it's baked into multiple loaded subscenes. When loading, unloading and reloading the subscenes the ghost collection prefab would point to a previously unloaded/deleted entity prefab. This now properly gets updated to an instance created from the reloaded subscenes.
Linked bug report
UUM-146631: Crash on Unity.Entities.EntityComponentStore.AssertEntitiesExist when loading and unloading multiple Entity scenes with the same Prefab

How to reproduce: 1. Download the attached “IN-147142” project 2. Unzip and duplicate the project 3. Open both projects 4. Open the "SampleScene" in both projects 5. Ensure the PlayMode Type is set to 'Server' in one project and 'Client' in the other 6. Enter Play mode in both projects 7. Observe the crash Reproducible with: 6000.3.18f1 Reproduced on: Windows 11 (user reported) Note: This issu…

Retrieved 2026-11-09
Netcode for EntitiesFixUUM-146631
GhostReceiveSystem's owner-switch trigger now enqueues an OwnerSwithchingEntry when GhostOwner.NetworkId changes, not just when it changes from zero.
Netcode for EntitiesFix
Issue where predicted ghosts - that changed archetypes multiple times (often moving back to their original archetype) - would mispredict, particularly on partial ticks. Also fixed this issue with enable bits and child components.
Netcode for EntitiesFixUUM-131597
Styling of several elements of GhostAuthoringInspectionComponent no longer conflicts with light theme default editor styling. This caused some elements to be barely visible or entirely unreadable (UUM-148863).
Netcode for EntitiesFixUUM-148863
Bumps libcurl library to 8.20.
NetworkingFix
De-referencing invalid texture pointer when a webrequest is teared down abruptly.
Linked bug report
UUM-144540: Crash on Scripting::ScriptingWrapperFor when exiting Play Mode during an active web request

How to reproduce: Open the attached “IN-142483“ project Open the “Playground“ scene Click the “Play“ button in the Play Mode Controls toolbar panel Before Play mode finishes loading, repeat step 3 Observe the Crash Reproducible with: 6000.0.0f1 (4ff56b3ea44c), 6000.0.77f1, 6000.3.17f1, 6000.4.11f1, 6000.5.0b12, 6000.6.0a2 (64de5ee36373) Not reproducible with: 6000.6.0a7 Fixed in: 6000.0.0a3 Re…

Retrieved 2026-11-09
NetworkingFixUUM-144540
Fixed a possible editor-only crash when using a custom certificate handler with UnityWebRequest in long editor sessions involving many domain reloads.
Linked bug report
UUM-147347: Crash on CertificateHandlerScript::ValidateCertificate when UnityWebRequest validates a TLS certificate on the curl worker thread

A trending crash issue in the Unity Editor has been observed related to WebRequest. Reproducible with versions: 6000.0.62f1 - 6000.0.77f1, 6000.3.5f1 - 6000.3.19f1, 6000.5.0f1 (Sentry data) Reproducible on: Windows 10, Windows 11 (Sentry data) Notes: Not reproduced by CQA No user reports have been linked to this issue Sentry only collects data for Windows crashes, so we are not able to determi…

Retrieved 2026-11-09
NetworkingFixUUM-147347
Fixed a situation where Curl errors coming from UnityWebRequest could fail to be logged appropriately, making issues harder to debug. Note that even in this situation the failure would still be reported correctly to calling code. This bug only impacted logging.
Linked bug report
UUM-145433: UnityWebRequest can lose error messages from Curl

Steps to reproduce: It's actually really hard to reproduce with defined steps because the issue only appears if timings align just right. Some ways one can reproduce the issue: Have a web request fail at the same time you're creating a new one. Have multiple concurrent web requests fail at the same with different error messages. Have a web request fail in its initial stages before Curl is full…

Retrieved 2026-11-09
NetworkingFixUUM-145433
Fixed an issue in UnityWebRequest where an error 26 or 65 ("necessary data rewind was not possible") would sometimes be logged when resuming upload requests.
Linked bug report
UUM-144767: Missing CURLOPT_SEEKFUNCTION causes "curl error 26" on POST retry with reused connections

Steps to reproduce: 1. There is no reproduction project for this issue Actual Result: due to missing CURLOPT_SEEKFUNCTION, curl error 26 is caused on POST retry with reused connections Expected Result: POST requests should transparently retry and succeed when a reused connection is closed by the server, rather than failing with curl error 26 Reproducible with according to the customer: 6000.3.…

Retrieved 2026-11-09
NetworkingFixUUM-144767
Fixed issue where UnityHttpMessageHandler requests would never complete (and could not be cancelled) when the HTTP response had an empty body. (UUM-150583).
Linked bug report
UUM-150583: UnityHttpMessageHandler request does not complete when the response has an empty body

Reproduction steps (Linux): 1. Download the attached "server.py" file from the "Internal Notes" section 2. Open a console in the file location and run "python3 server.py" 3. Open the attached "IN-148176_REPRO" project 4. In the menu bar, navigate to "Repro" > "2 - Empty body, version not forced" 5. Observe the Editor Console window and the console running "server.py" Actual result: The Editor …

Retrieved 2026-11-10
NetworkingFixUUM-150583
Fixed the search and summary rows in the Webrequest Profiler shrinking as the request list filled.
NetworkingFix
Fixed UnityWebRequest cookies occasionally reverting to an older value when a slower request completed after a faster concurrent request to the same host had already set a newer cookie.
Linked bug report
UUM-150958: UnityWebRequest cookie cache rolls back to an older value when a slow concurrent request completes without a Set-Cookie header

How to reproduce: Open the attached “IN-152325“ project Open a Terminal in the project directory In the Terminal, run this command: py tools/server.py to start the test server In the Editor, enter Play mode In the Tools menu, run the CookieRollbackTest (Tools > CookieRollbackTest > Run test) Observe the console Actual result: The Console shows “actually received: v1” Expected result: The Conso…

Retrieved 2026-11-10
NetworkingFixUUM-150958
Unity Transport: Fix a small memory leak that would occur when creating TLS/DTLS sessions.
Linked bug report
UUM-151755: Memory leaks when destroying a TLS client in Unity Transport

How to reproduce: 1. Open the attached “IN-152098” project 2. Download the Memory Profiler package 3. Open Window->Analysis->Memory profiler 4. Select “Capture New Snapshot” 5. Open Window->General->Test Runner 6. Run the “UnityTlsServer_DestroyClientLeak” test 4-7 times 7. Repeat steps 3-4 8. Compare the two snapshots Actual result: Destroying a TLS client doesn't fully free the memory it all…

Retrieved 2026-11-10
NetworkingFixUUM-151755
UnityWebRequest: Don't URL-encode characters '&' and '=' in PostWwwForm.
NetworkingFixUUM-149976
UnityWebRequest: Fixed a freeze when quitting a standalone player while an ongoing request was still resolving DNS against an unresponsive or slow DNS server.
Linked bug report
UUM-151643: Standalone Player becomes unresponsive before closing when using Alt+F4 under a DNS black-hole configuration

Steps to reproduce: Open a terminal in the attached “IN-152792“ project folder and run: python .\repro-scripts\dns_sink.py Leave the DNS sink running and open another terminal Find the active network interface and note its InterfaceIndex and current ServerAddresses: Get-DnsClientServerAddress -AddressFamily IPv4 | Where-Object ServerAddresses | Format-Table InterfaceIndex,InterfaceAlias,Server…

Retrieved 2026-11-10
NetworkingFixServerUUM-151643
Collections: Fixed FixedString formatting of certain float values when CoreCLR is the scripting backend.
PackageFix
Added warning log messages when importing Untrusted or Limited Trust Asset Packages in Batch Mode or CLI.
Package ManagerFix
Fixed a security vulnerability (CVE-2026-111497) that could allow remote code execution by updating the Node.js runtime used by the Package Manager to v24.22.1.
Package ManagerSecurity
Fixed an issue where a newly created package was not using the organization the project belongs to in the technical name.
Linked bug report
UUM-148110: Package's "Technical Name" does not contain Unity organization name when creating a custom package

How to Reproduce: 1. Create a new project 2. Go to Project Settings → Services 3. Make sure that you are signed in 4. Select an organization 5. Select “Create a new cloud project” 6. Click on “Create new cloud project and link to Unity project” button 7. Observe the name of Unity Organization 8. Open Package Manager 9. From the top left hand corner click “+” 10. From the drop down, select “Cre…

Retrieved 2026-11-10
Package ManagerFixUUM-148110
Fixed an issue where samples weren't discoverable for locally installed UPM packages that were also available on the Asset Store.
Package ManagerFixUUM-147778
Fixed an issue where switching pages quickly after clearing the search bar results in an empty package list.
Linked bug report
UUM-134027: My Assets in Package Manager appear empty when the search is cleared and the tab is switched

How to reproduce: 1. Create a new project 2. Open Package Manager (Window → Package Management → Package Manager) 3. Open My Assets 4. Search for an asset 5. Delete the search 6. Immediately switch to another tab in the Package Manager 7. Open My Assets 8. Observe the Package Manager Actual result: My Assets list states “No Items to display” Expected result: Assets are shown Reproducible with:…

Retrieved 2026-11-09
Package ManagerFixUUM-134027
Fixed an issue where the import status did not display for imported samples in the Sample tab.
Package ManagerFixUUM-146766
Fixed exporting a signed .unitypackage failing with "IOException: Stream was too long." when the uncompressed package content exceeded 2 GB, and reduced Editor memory usage during package export and signing.
Linked bug report
UUM-153848: Exporting a signed .unitypackage fails when the uncompressed package content exceeds 2 GB

Steps to reproduce: Create a project with assets totaling more than 2 GB of uncompressed content (e.g. several large binary files) Sign in to the Editor with an organization so that package signing is active Select the assets and use Assets > Export Package... to export a .unitypackage Actual results: Signing fails with "IOException: Stream was too long." (or OutOfMemoryException on memory-con…

Retrieved 2026-11-10
Package ManagerFixUUM-153848
Fixed importing a .unitypackage through CLI shows limited trust, drag-and-dropping the same package shows full trust.
Package ManagerFixUUM-148788
Fixed issue where install progress spinner for a selected package disappears when another package is selected.
Package ManagerFixUUM-139184
Fixed package install operations hanging when the project contains packages with entitlement errors.
Package ManagerFixUUM-141909
Fixed so the package search bar is cleared if the package being opened through the API isn't visible.
Linked bug report
UUM-132102: Package description disappears in the Package Manager when clicking "See other versions" and no search results are available

How to reproduce: 1. Open the attached "Hackweek2D" project 2. Open the Package Manager and enter a string into the search that doesn't return any results 3. In the Project window, right-click -> Create -> 2D -> Sprites -> Generate Sprite 4. In the warning box about the outdated version, click "Open Package Manager" 5. Click "See other versions" and observe the results Expected results: Packag…

Retrieved 2026-11-09
Package ManagerFixUUM-132102
Fixed stale string when searching and there are no results found.
Package ManagerFixUUM-143121
Fixed the Editor becoming unresponsive when the package trust window appeared during Editor initialization.
Linked bug report
UUM-153544: Package Manager renders empty after canceling the missing signature prompt for Mobile Dependency Resolver when installing Ads

How to reproduce: 1. Create a new Unity project 2. Go to Window -> Services -> Ads Mediation (Level Play) -> Install 3. When "Mobile Dependency Resolver required" pop-up appears, click "Import" 4. When prompted about a missing signature on Mobile Dependency Resolver, click Cancel 4. Open the Package Manager 5. Observe the results Expected results: The Package Manager renders normally Actual re…

Retrieved 2026-11-10
Package ManagerFixUUM-153544
Fixed the issue where some packages have incorrect signature icon on Unity start up time.
Linked bug report
UUM-143201: Signed registry packages show green shield icon when "Show Pre‑release Package Versions" is toggled on

Steps to reproduce: 1. Create a project 2. Create a package and export it using the “Export” button 3. Set up a local Verdaccio server 4. Publish the created package to the server 5. Create a new project under a different organization that the package was signed with 6. Add a scoped registry pointing to the Verdaccio server (Project Settings -> Package Manager) 7. Install the published package…

Retrieved 2026-11-09
Package ManagerFixUUM-143201
Fixed the refresh page to also refresh user entitlement licences.
Package ManagerFix
Improved the error message displayed when adding an incompatible version with the current Unity Editor.
Package ManagerFixUUM-138842
New event triggered on sample import, before Asset Database refresh.
Package ManagerFixUUM-142221
Package Manager related errors are thrown for Play Mode Scenarios additional editors when activated.
Linked bug report
UUM-147009: UPM related errors are thrown for MPPM's Virtual Player after starting the Player

Steps to reproduce: Open the attached project Open the SampleScene Start one of the Virtual Players in the Multiplayer Play Mode window Observe the Console window for the Virtual Player Actual results: UPM-related errors are thrown every time a Virtual Player is started Expected results: No errors or warnings are thrown when starting a Virtual Player in an empty scene Reproducible with version…

Retrieved 2026-11-10
Package ManagerFixUUM-147009
Passive trust pop-ups are not cutoff anymore.
Linked bug report
UUM-131817: Invalid Signature pop-up is cut off when installing a missing Signature package via Test Runner tests

How to reproduce: 1. Open the attached project "Pack" 2. In the Assets/Tests/Tests.asmdef file set the path to the attached "com.hungrypigeon.ghfh-0.1.0" file 3. Open Test Runner 4. Run the tests Expected results: The pop-up is not cut-off Actual results: The pop-up is cut off depending on theme Reproducible with: 6000.3.3f1, 6000.4.0b3, 6000.5.0a3 Can't test with: 6000.0.65f1 (No such functio…

Retrieved 2026-11-09
Package ManagerFixUUM-131817
Removed the recently introduced upmSign batch-mode command. It requires more thought and validation on the product side.
Package ManagerFixUUM-146198
Sample parent package name for UPM on Asset Store is using the package name not the product name.
Package ManagerFixUUM-145405
Fixed "'SafeNormalize': implicit truncation of vector type" warning coming from Particles shaders.
Linked bug report
UUM-147453: Shader warning "'SafeNormalize': implicit truncation of vector type" is thrown after building a project with a Particle System in Scene

Steps to reproduce: Create a new 3D URP project In the Hierarchy, right-click > Visual Effects > Particle System Save the Scene Go to File > Build Profiles and add a Build Profile Build the Scene Observe the Console after build Actual results: "Shader warning in 'Universal Render Pipeline/Particles/Unlit': 'SafeNormalize': implicit truncation of vector type at /UsersProjects/ParticleTest/Libra…

Retrieved 2026-11-10
ParticlesFixUUM-147453
Fixed Camera Fade OFF + Soft Particles ON combination making particles disappear on some devices.
Linked bug report
UUM-146249: Particles are not rendered when particle's material shader is set to URP/Particles, Soft Particles is enabled and Camera Fading is disabled

How to reproduce: 1. Open the attached “IN-147009” project 2. Build and Run to Android 3. Observe the device Actual result: Only the skybox can be seen Expected result: A smoke particle is visible Reproducible with: 6000.0.0f1, 6000.0.78f1, 6000.3.19f1, 6000.5.2f1, 6000.6.0b2, 6000.7.0a1 Built on: macOS 26.5.1 (M1 Pro) Reproducible on devices: VLNQA00642 - Google Pixel 9a (Pixel 9a), CPU: Goog…

Retrieved 2026-11-09
ParticlesFixUUM-146249
Shape Asset references should now reset properly.
Linked bug report
UUM-141007: Particle System Shape Texture field does not reset when resetting the Particle System Component

Steps to reproduce: Create a new Unity project using the Universal 3D template Create a new Particle System (GameObject > Effects > Particle System) Select the newly created Particle System in the Hierarchy window Open the Shape foldout in the Inspector window Assign any texture to the Texture field in the Inspector window Click the Particle System Component's burger button Select "Reset" Obse…

Retrieved 2026-11-09
ParticlesFixUUM-141007
Repeat test-player builds no longer assign a fresh GUID to the PerformanceTestRunInfo.json/PerformanceTestRunSettings.json assets on every build. Previously, deleting these assets' .meta files as part of post-build cleanup caused Unity to assign a new GUID on the next build, which the data pipeline treated as a change and triggered a full asset rebuild even when nothing else changed. The .meta files are now cached in Library/ between builds and restored before the assets are rewritten, scoped to builds with test assemblies.
Performance Test FrameworkFix
An "Incremental broadphase integrity check failed" exception thrown every step after enabling PhysicsStep.IncrementalStaticBroadphase in a world that was first simulated with no rigid bodies, and missing collisions and incremental broadphase integrity check failures after toggling PhysicsStep.IncrementalStaticBroadphase or IncrementalDynamicBroadphase off and on again at runtime.
PhysicsFixUUM-155824
Fixed a crash with ArticulationBody component hierarchies due to the 64 link depth limit not being correctly enforced.
Linked bug report
UUM-145530: Crash on physx::Dy::FeatherstoneArticulation::setupInternalConstraintsForLink when the total ArticulationBodies Count exceeds 128

How to reproduce: Open the attached “IN-145905“ project Open the “a“ scene Enter Play mode Observe the crash Reproducible with: 6000.0.0f1 (4ff56b3ea44c), 6000.0.78f1, 6000.3.18f1, 6000.5.1f1, 6000.6.0b1, 6000.7.0a1 Reproducible on: Windows 11 Not reproducible on: No other environments tested Workaround: Cap the Segment Count to 63 Notes: Reproduces in Player With a 127 segment count, the Edit…

Retrieved 2026-11-09
PhysicsFixUUM-145530
Fixed an issue inside the PhysX 4 sdk, where CharacterController wouldn't be able to collide with more than 100 shapes at a time.
Linked bug report
UUM-132204: Character Controller fall through the ground when touches 100 colliders

Reproduction steps: 1. Open the attached project "ReproProj" 2. Open the “/Assets/Scenes/SampleScene.unity” Scene 3. Enter the Play Mode 4. Observe the Game view Expected result: The CharacterController is stopped by the cubes Actual result: The CharacterController moves towards the cube and falls through the ground Reproducible with: 6000.0.65f1, 6000.3.4f1, 6000.4.0b4, 6000.5.0a4 Reproducibl…

Retrieved 2026-11-09
PhysicsFixUUM-132204
Fixed an issue where a mesh collider on a static body, would not have it's sub-aabbs recalculated when using incremental static broadphase. This lead to the collider being ignored by queries such as raycasts.
Linked bug report
UUM-138528: Physics queries miss static bodies when their PhysicsCollider blob reference is replaced at runtime with Incremental Static Broadphase enabled

Reproduction steps: 1. Open the attached project “IN-137906“ 2. Open the “SampleScene” 3. Make sure that Gizmos are enabled 4. Enter Play Mode 5. Observe the debug lines in the Scene View 6. Press “Space” on your keyboard 7. Observe the result Actual result: On step 5, the line at x = 10 is red and after step 6 it remains red Expected result: On step 5, the line at x = 10 is red and after step…

Retrieved 2026-11-09
PhysicsFixUUM-138528
Fixed an issue where baking a uniform scaled a static root, would not handle scales different than 1.0f correctly.
PhysicsFixUUM-133010
Fixed an issue where ConfigurableJoint setups would jitter once they reached their distance constraint maximum, due to their contact distance not being handled correctly.
Linked bug report
UUM-146852: Object shakes continuously when suspended by a Configurable Joint

How to Reproduce: 1. Open the attached “IN-147175” project 2. Open “SampleScene” 3. Enter Play mode 4. Observe the Game view Actual Result: “Cube” GameObject shakes continuously Expected Result: “Cube” GameObject does not move at all Reproducible with: 2023.2.0a20, 6000.0.79f1, 6000.3.19f1, 6000.5.3f1, 6000.6.0b3, 6000.7.0a2 Not reproducible with: 2023.2.0a19 Reproducible on: Windows 11 Not re…

Retrieved 2026-11-10
PhysicsFixUUM-146852
Fixed an issue where Joint components wouldn't cause newly connected Rigidbody components to re-evaluate their contacts. So flags such as "enable collisions" could take effect.
Linked bug report
UUM-156450: Collision between ConfigurableJoint Rigidbodies is not disabled when "Connected Body" is assigned while they are in contact

How to reproduce: Open the attached "IN-151937_repro" project Open the "Assets/Scenes/SampleScene.unity" Scene Enter Play mode In the Hierarchy window, select "Cube (1)" In the Inspector window, assign "Cube" to the "Connected Body" field of the "Configurable Joint" component Observe "Cube (1)" in the Scene view Actual result: "Cube (1)" keeps resting on top of "Cube" because collision between…

Retrieved 2026-11-11
PhysicsFixUUM-156450
Fixed an issue where replacing a PhysicsCollider's BlobAsset reference in place would not get picked up when using the incremental static broadphase feature. Thus causing queries such as raycasts to report incorrect data.
Linked bug report
UUM-138528: Physics queries miss static bodies when their PhysicsCollider blob reference is replaced at runtime with Incremental Static Broadphase enabled

Reproduction steps: 1. Open the attached project “IN-137906“ 2. Open the “SampleScene” 3. Make sure that Gizmos are enabled 4. Enter Play Mode 5. Observe the debug lines in the Scene View 6. Press “Space” on your keyboard 7. Observe the result Actual result: On step 5, the line at x = 10 is red and after step 6 it remains red Expected result: On step 5, the line at x = 10 is red and after step…

Retrieved 2026-11-09
PhysicsFixUUM-138528
Fixed an issue with Rigidbody component serialization where prefab overrides (for drag/angular drag) saved in scenes on 2022LTS wouldn't be retained after upgrading.
Linked bug report
UUM-147601: Rigidbody prefab in scene is losing overrides on Linear/Angular Damping

Steps to reproduce: 1. Create a prefab in 22LTS 2. Drag it in a SampleScene 3. Change linear/angular velocity and do not apply the overrides 4. Save the scene and close 22LTS editor 5. Open the project in 6.3+ editor Actual results: Linear/angular velocity are the same as the prefab Expected results: Linear/angular velocity are the overrides done inside the scene (for that prefab instance) Rep…

Retrieved 2026-11-10
PhysicsFixUUM-147601
Fixed compilation warnings and runtime errors in ModifyJointLimitsAuthoring.
Linked bug report
UUM-145822: Deprecation warnings thrown in Console after importing Physics Custom Physics Authoring Sample

Steps to reproduce: 1. Create new Unity project using Universal 2D Template 2. Open Package Manager window 3. Find and install Unity Physics package 4. Once installed, Import Custom Physics Authoring Sample 5. When imported, observe the Console window Actual results: Warnings are thrown in the Console window after importing Custom Physics Authoring Sample Expected results: No warnings are thro…

Retrieved 2026-11-09
PhysicsFixUUM-145822
Fixed Rigidbody.mass accepting a NaN value, which made the body pass through all colliders.
Linked bug report
UUM-154143: Rigidbody.mass accepts NaN and the body then passes through every collider, while the neighbouring velocity setters refuse NaN and say so

Steps to reproduce: Open the attached project "F41_NaNSetters" Open the menu QA > 1 - Rigidbody.mass NaN falls through colliders Observe the Console Alternatively, in any project: set Rigidbody.mass from a division like totalMass / childCount where both are zero, on a sphere with a collider, then drop it onto a ground collider and step the simulation. Actual results: Rigidbody.mass stores NaN …

Retrieved 2026-11-10
PhysicsFixUUM-154143
Improved the cleanup performance of IgnoreCollision when destroying a Collider.
Linked bug report
UUM-115186: Colliders with IgnoreCollision take significantly longer to be destroyed

How to reproduce: 1. Open the “IN-111471.zip“ project 2. Open the “SampleScene” 3. Enter Play Mode 4. Select the “PhysicsColliderCleanupTester“ GameObject 5. Enable and disable the “PhysicsColliderTester“ Component a few times to stabilize the performance 6. Observe the times logged in the Console 7. Enable/Disable the “Use Physics Ignore Collision“ checkbox 8. Enable and Disable the “PhysicsC…

Retrieved 2026-11-09
PhysicsFixUUM-115186
Prevented manual edits to the SimulationSingleton value in Unity.Physics. Change the physics simulation type from the PhysicsSimulationStep component instead.
Linked bug report
UUM-148731: "InvalidOperationException" and "System.Exception" errors are spammed in the Console when changing Entity Simulation Singleton Type to "No Physics" in Inspector during Play Mode

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Open Package Manager 3. Find and install Character Controller package 4. Once installed, enter Play Mode 5. In Hierarchy window expand Default World GameObject 6. Select “Entity(21634:7)” GameObject 7. In Inspector window > Simulation Singleton > change Type from Unity Physics to No Physics 8. Observe the Console wi…

Retrieved 2026-11-10
PhysicsFixUUM-148731
"PhysicsWorld.DrawQueryResult" now uses "drawNormal" to decide whether to draw normals, instead of "drawPoint".
Physics 2DFix
"PhysicsWorld.drawTarget", "PhysicsBody.drawTarget", "PhysicsShape.drawTarget" and "PhysicsJoint.drawTarget" now log a warning and keep their current value when assigned a value that is not a valid "PhysicsWorld.DrawTarget".
Physics 2DFixUUM-154002
Added "PhysicsWorld.bounds" property to get the current bounds of all PhysicsShape in the PhysicsWorld.
Physics 2DFixUUM-145746
Added "PhysicsWorld.drawOrder" and "PhysicsWorldDefinition.drawOrder" used to sort the order in which the physics renderer draws world. This provides direct control so you can better visualize multiple worlds; especially important when rendering non-transparent content. In addition, "PhysicsWorld.drawTarget" and "PhysicsWorldDefinition.drawTarget" was added to control if Game view and/or Scene view are rendered to.
Physics 2DFixUUM-145746
Added a small left and right panel padding to the Project Settings page for PhysicsCore2D module so it doesn't touch the window border.
Physics 2D
Added drawing of collision normal (opposite one-way side) for ChainSegmentGeometry.
Physics 2DFixUUM-145454
Added missing definition get/set property from all joints to match all other physics objects.
Physics 2DFixUUM-145454
Added missing physicscore2d Transform / InverseTransform for geometry spans of Circle, Capsule, Polygon, Segment and ChainSegment.
Physics 2DFixUUM-145454
Added missing public argument validation for various Physics Core 2D methods.
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 2DFixUUM-156367
Added PhysicsWorld cloning, snapshot and restore. "PhysicsWorld.Clone()" to clone a world, "PhysicsWorld.CreateSnapshot()" to create a complete snapshot of the content of the world and "PhysicsWorld.ApplySnapshot()" to apply a previous snapshot to the PhysicsWorld. Finally, the ability to create a new world with a previous snapshot with "PhysicsWorld.Create(snapshot)" overload.
Physics 2DFixUUM-145746
Added the ability to disable the auto-clearing of custom drawing lifetimes. When a draw command expires, it is typically removed but setting "PhysicsWorld.autoClearCustom" to false will mean the drawing persists until you explicitly call "PhysicsWorld.ClearDraw()".
Physics 2DFixUUM-145746
Applying a very large wind force via PhysicsBody.ApplyWind, or a very large impulse via PhysicsWorld.Explode, could silently corrupt the entire physics world with NaN or Infinity values.
Linked bug report
UUM-150029: PhysicsCore2D silently corrupts the entire physics world with NaN when ApplyWind or Explode is given a large finite force

How to reproduce: Open the attached "IN-148934" project Open “Window” > “General” > “Test Runner” > “PlayMode” tab Locate and run “Phys2D66” > ”PlayModeTests.dll” > ”WindNaNRound2Tests” > "WindNaNRound2Tests" Observe results written to Assets/TestResults/windnan2.jsonl Actual result: a large finite force to ApplyWind (or Explode) turns every body in the world NaN - including untouched bodies f…

Retrieved 2026-11-10
Physics 2DFixUUM-150029
Fixed "CapsuleGeometry.Intersect", several other geometry "Intersect" methods and "PhysicsQuery.ShapeAndShape" returning the contact manifold for the two geometries in reverse order, with the normal pointing from the second geometry to the first.
Physics 2DFixUUM-157419
Fixed "PhysicsAABB.CastRay" returning an incorrect fraction when "maxFraction" is below 1, and "PhysicsAABB.center" and "PhysicsAABB.extents" warnings naming the wrong member.
Linked bug report
UUM-156920: PhysicsMask has its upper 32 bits set when created from a LayerMask that includes layer index 31

How to reproduce: Open the attached "IN-155637_repro" project In the menu bar, select "Tools" > "Reproduce PhysicsMask LayerMask conversion" Observe the "ACTUAL" values in the Console window Actual result: The "PhysicsMask" "bitMask" is "0xFFFFFFFF80000000" for the LayerMask "0x80000000" and "0xFFFFFFFFFFFFFFFF" for the LayerMask "0xFFFFFFFF" Expected result: The upper 32 bits of the "PhysicsM…

Retrieved 2026-11-11
Physics 2DFixUUM-156920
Fixed "PhysicsHandle.AsWorld" so that it throws an exception for an invalid world instead of returning a handle reported as a pool handle.
Linked bug report
UUM-156920: PhysicsMask has its upper 32 bits set when created from a LayerMask that includes layer index 31

How to reproduce: Open the attached "IN-155637_repro" project In the menu bar, select "Tools" > "Reproduce PhysicsMask LayerMask conversion" Observe the "ACTUAL" values in the Console window Actual result: The "PhysicsMask" "bitMask" is "0xFFFFFFFF80000000" for the LayerMask "0x80000000" and "0xFFFFFFFFFFFFFFFF" for the LayerMask "0xFFFFFFFF" Expected result: The upper 32 bits of the "PhysicsM…

Retrieved 2026-11-11
Physics 2DFixUUM-156920
Fixed "PhysicsLayers" so that "GetLayerMask" includes every layer sharing a name, "GetLayerName" returns an empty string for an unnamed layer, and null or out-of-range arguments throw exceptions that name the correct parameter.
Linked bug report
UUM-156920: PhysicsMask has its upper 32 bits set when created from a LayerMask that includes layer index 31

How to reproduce: Open the attached "IN-155637_repro" project In the menu bar, select "Tools" > "Reproduce PhysicsMask LayerMask conversion" Observe the "ACTUAL" values in the Console window Actual result: The "PhysicsMask" "bitMask" is "0xFFFFFFFF80000000" for the LayerMask "0x80000000" and "0xFFFFFFFFFFFFFFFF" for the LayerMask "0xFFFFFFFF" Expected result: The upper 32 bits of the "PhysicsM…

Retrieved 2026-11-11
Physics 2DFixUUM-156920
Fixed "PhysicsMask" so that a "LayerMask" including layer 31 no longer sets the upper 32 bits, "AreBitsSet" returns false for an empty mask, a default "ResetBitIterator" includes bit 0, and shift counts outside 0 to 63 throw an exception.
Linked bug report
UUM-156920: PhysicsMask has its upper 32 bits set when created from a LayerMask that includes layer index 31

How to reproduce: Open the attached "IN-155637_repro" project In the menu bar, select "Tools" > "Reproduce PhysicsMask LayerMask conversion" Observe the "ACTUAL" values in the Console window Actual result: The "PhysicsMask" "bitMask" is "0xFFFFFFFF80000000" for the LayerMask "0x80000000" and "0xFFFFFFFFFFFFFFFF" for the LayerMask "0xFFFFFFFF" Expected result: The upper 32 bits of the "PhysicsM…

Retrieved 2026-11-11
Physics 2DFixUUM-156920
Fixed "PhysicsMath.GetRelativeMatrix" returning an incorrect translation on the XZ and ZY transform planes.
Physics 2DFixUUM-157407
Fixed "PhysicsMath.GetRelativeMatrix2D" placing geometry away from where the target Transform is drawn when the source Transform is turned a half turn about an axis in the 2D plane, the target is under a non-uniform scale, or the target is tilted out of the plane.
Physics 2DFixUUM-157407
Fixed "PhysicsRotate" so that converting to a "Quaternion" no longer doubles the angle, "isNormalized" no longer logs a warning for a rotation that is not normalized, "ToString" labels the angle as degrees, and "Normalized" warnings name the correct method.
Linked bug report
UUM-157163: PhysicsRotate rotation angle is doubled when it is converted to a Quaternion

How to reproduce: Open the attached "IN-155628_repro" project In the menu bar, select "Tools" > "Bug Hunt" > "PhysicsRotate Quaternion" Observe the "quaternion" and "rotatedRight" values in the Console window Actual result: "PhysicsRotate.up" (90 degrees) is converted to the "Quaternion" "(0, 0, 1, 0)", a 180 degree rotation, which rotates "Vector3.right" to "(-1, 0, 0)" Expected result: "Phys…

Retrieved 2026-11-11
Physics 2DFixUUM-157163
Fixed "PhysicsTransform" validation warnings naming the wrong method.
Linked bug report
UUM-156920: PhysicsMask has its upper 32 bits set when created from a LayerMask that includes layer index 31

How to reproduce: Open the attached "IN-155637_repro" project In the menu bar, select "Tools" > "Reproduce PhysicsMask LayerMask conversion" Observe the "ACTUAL" values in the Console window Actual result: The "PhysicsMask" "bitMask" is "0xFFFFFFFF80000000" for the LayerMask "0x80000000" and "0xFFFFFFFFFFFFFFFF" for the LayerMask "0xFFFFFFFF" Expected result: The upper 32 bits of the "PhysicsM…

Retrieved 2026-11-11
Physics 2DFixUUM-156920
Fixed "Rigidbody2D.Slide" from reporting an invalid "startPosition" argument incorrectly displaying the "gravity" argument.
Physics 2DFixUUM-154949
Fixed a bug where a dynamic body with a rotation constraint would bounce off surfaces despite zero bounciness.
Linked bug report
UUM-150990: Fix for 6000.7.X: Rotation locked PhysicsBody incorrectly discards contact angular impulses resulting in linear over-correction which looks like an invalid bounce.

Issue: A rotation-locked body kept its rotational inertia, so the contact solver split each impulse between linear and angular motion, then the lock discarded the angular part, leaving the linear velocity over-corrected into a small bounce; the fix zeroes the inertia while locked so impulses go entirely into linear motion. Load the attached case submitted by the user here: https://discussions.…

Retrieved 2026-11-10
Physics 2DFixUUM-150990
Fixed a crash caused by unbounded recursion when a PhysicsEvents.WorldDefinitionChange handler wrote the same world's definition. Changed the nested write to apply without raising a second change event.
Physics 2DFix
Fixed a warning about an invalid NaN angle when a Physics Pose is rotated exactly a half turn about an axis in the 2D plane.
Physics 2DFix
Fixed an issue where identically named words expanding the PhysicsCore2D profiler both become expanded. Now any previously expanded world is kept.
Physics 2DFixUUM-153434
Fixed case of the time of impact query returning incorrect values for its "point", "normal" and "impactState". Also fixed the segment distance query, whose "distance" property was returning the squared distance. That property now returns the true distance, and a new "sqrDistance" property returns the squared distance for when you want to avoid the cost of a square root.
Physics 2DFix
Fixed case of PhysicsMath.GetRelativeMatrix2D and PhysicsMath.GetRelativePose2D returning a non-finite rotation for a transform with a negative scale on one axis, and PhysicsMath.GetRelativeMatrix2D applying the scale of the axis that its transform plane ignores.
Physics 2DFix
Fixed errors reported when a Transform registered with "PhysicsWorld.RegisterTransformChange" was destroyed after a Play Mode transition. Calling "PhysicsWorld.UnregisterTransformChange" after such a transition did not fully unregister the Transform, so an error was reported when it was later destroyed. This happened with any Transform that outlives a Play Mode transition, such as one in a Prefab Mode preview scene.
Physics 2DFix
Fixed extrapolated bodies rotating backwards between simulation steps on the XZ and ZY transform planes.
Physics 2DFix
Reading PhysicsWorld.counters, or other queries, after restoring a world from a corrupted or truncated Snapshot could crash the Editor or Player.
Linked bug report
UUM-150072: Crash on "b2DynamicTree_GetHeight" when "PhysicsWorld.counters" is read on a world created from a truncated Snapshot

How to reproduce: 1. Open the attached “IN-151222.zip” project 2. In the top menu bar, go to Repro → SnapshotIntegrity → Run - C1 corrupt image 3. Observe the crash Actual result: The Editor crashes Expected result: The Editor does not crash Reproducible with: 6000.6.0b9, 6000.7.0a5 Could not test with: 6000.0.0f1, 6000.0.82f1, 6000.3.22f1, 6000.5.10f1 (the snapshot API (PhysicsWorld.Snapshot,…

Retrieved 2026-11-10
Physics 2DFixUUM-150072
Removed the reservation limit for how many PhysicsWorld can be created. Now memory is only allocated for the PhysicsWorld that are created with a maximum limit of 65535. You can set the "PhysicsCoreSettings2D.initialWorldCapacity" to reserve the capacity but it will grow accordingly.
Physics 2DFixUUM-145746
Removing double-spaces from Collider2D help-box text.
Physics 2DFixUUM-147075
Wake Rigidbody2D when activating a child GameObject containing a Collider2D.
Linked bug report
UUM-149852: OnTriggerEnter2D is not called when a GameObject with a trigger Collider2D is enabled while both Rigidbody2Ds are sleeping

How to reproduce: Open the attached "IN-150265" project Open the “TriggerTest” Scene Enter Play mode In the Hierarchy tab, expand “Player” GameObject and select “Trigger” GameObject In the Inspector tab next to the GameObject’s name, disable and re-enable the “Trigger” GameObject Observe the result in the Console Actual result: No "Trigger Enter" message is logged in the Console Expected resul…

Retrieved 2026-11-10
Physics 2DFixUUM-149852
PhysicsWorld could crash or corrupt memory when created with a very large or negative PhysicsWorldDefinition.capacity.
Linked bug report
UUM-150067: Crash on __bzero when creating a PhysicsWorld with large or negative PhysicsWorldDefinition.capacity

How to reproduce: Open the attached project “IN-151223” In the menu bar, select “Tools → Repro → Capacity Abort” Observe the Editor Actual result: A “Fatal Error!” window pops up showing an overflow in memory allocator Expected result: An error is thrown in the console and the Editor is not forced to be closed Reproducible with: 6000.5.0f1, 6000.5.10f1, 6000.6.0b9, 6000.7.0a5 Could not test wi…

Retrieved 2026-11-10
Physics 2DFixUUM-150067
Added guard to avoid hitting a debug assert in dev player builds.
PlayerFixUUM-152365
Fixed an issue with accidental shell invocations with Bee and rc.exe.
PlayerFixUUM-108834
GameObjects cast correct shadows after Shader.globalMaximumLOD is changed at runtime.
Linked bug report
UUM-150226: GameObjects cast identical shadows in the built Player after Shader.globalMaximumLOD is changed at runtime

Steps to reproduce: 1. Open the attached user's project "TestURP.zip" 2. Build a Windows/macOS Standalone Player 3. Click the "Shadows On" GUI button 4. Look at the shadows Actual result: The two cubes have the same shadows Expected result: The two cubes have different shadows (See "Results.png") Reproducible with: 6000.0.81f1, 6000.3.22f1, 6000.5.8f1, 6000.6.0b8, 6000.7.0a4 Could not test on …

Retrieved 2026-11-10
PlayerFixUUM-150226
Fixed a non-determinism issue when importing a prefab in-process versus out-of-process with parallel import.
PrefabsFix

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