Crash on GfxDeviceD3D12Base::DrawBuffersCommon when opening a project after changing the Graphics API to DirectX12
DirectX12Known issueBlockerUUM-77757regressed 6000.1.16f1
[Linux] Crash on 'PPtr<RuntimeAnimatorController>::operator RuntimeAnimatorController*() const' when saving a new animation file
Editor PlatformKnown issueBlockerLinuxUUM-79812fixed 2021.3.44f1
[Linux] Crash on ScriptableBatchRenderer::GenerateBuiltInCBuffer when adding "PerObjectData.ReflectionProbes"
Hybrid RendererKnown issueBlockerLinuxUUM-79332fixed 2022.3.52f1
Crash on TypeTreeQueries::GetFullTypeNameFromReferencedType when an xoJunction GameObject is selected in the Hierarchy Window
SerializationKnown issueBlockerUUM-74373fixed 2022.3.47f1
[Android] [Entities] Build fails with the error “Asset has disappeared while building player to 'globalgamemanagers.assets' - path '', instancedID '-xxxxxx'“ when building
Addressable AssetsKnown issueCautionAndroidUUM-41830fixed 2022.3.49f1
Fixed an issue where closing a Utility window with the Escape key would not prompt the user about saving or discarding unsaved changes.
Fixed an issue where custom Editors would lose their unsaved changes upon changing selection while the Inspector is locked.
Fixed editor crash when using deferred rendering on cameras with a target render texture that fails to create, such as due to an unsupported texture format without compatible format fallbacks enabled. Now console errors are output instead.
Fixed target framerate capping FPS in the editor game view when Vsync is on to align with the document specification.
Graphics: In Frame Debugger, allow "Levels" and "Channels" UI to be used for backbuffer textures.
Prevents offscreen camera rendering in the Editor player loop when the game view is not updated.
Fixed an issue where the editor crashed when context.DrawShadows(...) with an invalid light index.
LOD Cross-fade was a per-material keyword in BiRP, but a pipeline-wide setting in URP. Therefore, the BiRP to URP upgrader should omit this keyword from the upgraded material. This wasn't the case before, but is now fixed.
Fixed shadow-map sampling artifacts present when using the Unlit DrawMode in the SceneView.
This might have been caused by initial PR of late latching. Reviewing the previous code it seems it should just be setting the local transform.

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