Crash on GfxDeviceD3D12Base::DrawBuffersCommon when opening a project after changing the Graphics API to DirectX12
DirectX12Known issueBlockerUUM-77757regressed 6000.1.16f1
The Unity XR SDK is no longer available as we have focused our investments towards OpenXR.
XRBreaking
Increased Memory usage when Update Mode 'On Demand' Realtime lights are used and DX12 API is selected
DirectX12Known issueCautionUUM-90065fixed 6000.1.0f1
The Player hangs when unloading a scene using the UnloadUnusedAssets() method
DirectX12Known issueCautionUUM-79718open 2022.3.68f1
Graphics.RenderMeshIndirect does not issue multi-draw rendering commands when using a graphics API capable of multi-draw commands
Graphics Device FeaturesKnown issueCautionUUM-91617open 6000.1.13f1
Editor freezes when initializing converters with Post-Processing Stack V2 Converter enabled
Graphics ToolsKnown issueCautionUUM-102790fixed 6000.2.0b1
Editor hangs when cutting and pasting a Script to another folder during Play Mode
Scene ManagementKnown issueCautionUUM-104031fixed 6000.2.0b1
Light is culled incorrectly when Deferred+ and Forward+ Rendering Paths are used
SRP XRKnown issueCautionXRUUM-103384open 6000.1.4f1
Don't sync job chains early.
CoreImprovement
Added support of F13-F24 (F20 on mac) for the new input system package.
InputImprovement
Fixed case where Textures swap when SpriteRenderers with shared materials and animators are toggled on and off.
Fixed an issue where the Player lost focus when UnityEngine.Handheld.StartActivityIndicator() was used with the Facebook SDK.
Fixed gradle-wrapper.properties not getting updated when modifying Gradle path in "Preferences -> External Tools".
The warning "Internal: JobTempAlloc has allocations that are more than the maximum lifespan of 4 frames old - this is not allowed and likely a leak" is not displayed when ShaderVariantCollection.WarmUp is called.
Fixed crash loading Content Archive from different version which also contains Managed type references.
Audio Clips with loadInBackground set would always play back with default values for spatialBlend and stereoPan on the first frame of playback.
Fixed an issue that would cause the pitch shifter audio effect to sometimes distort the audio.
Improved BeeLocalCacheTool error reporting when copying files.
Build PipelineFix
Fixed a runtime crash when changing MSAA levels on OpenGL.
EditorFix
Fixed crash on "SerializedObject::ApplyModifiedPropertiesWithoutUndo()" when changing the Color Space setting.
Fixed crash when class id in scene file does not match expected type e.g. Component as GameObject.
Fixed errors related to incompatible keyword spaces when loading a project using ray tracing shaders. The errors can be generated when using closest hit shaders and keywords in a fallback shader.
Fixed issue causing some detail popups to appear in the wrong place on macOS. Examples include Shader Graph and VFX detail popup views.
Fixed the editor crashing when a vector with a sufficiently large magnitude is passed to a navigation agent's SetDestination method.
Fixed the Prefab overrides comparison popup placement on multi monitor setups with varying display scaling.
Improved External Script Editor handling of macOS application bundles. You will no longer get a warning in the console about the application not existing even though it does.
Improved some API documentation for Terrain and TerrainData. Also corrects the TerrainData GetAlphamaps and SetAlphamaps pages.
EditorFix
TransformAccessArray.Add APIs act consistently when passed null Transforms or invalid InstanceIds. They will add the null entry and print a warning to the console.
\[Shader Graph\] Fixed texture asset conflicts when multiple Shader Graph sample content sets were imported at the same time.
Fixed a rare BRG related crash that happened when Meshes were being unregistered before they were used.
GraphicsFix
Fixed potential race condition when calling GraphicsBuffer.SetData and GraphicsBuffer.LockBufferForWrite/GraphicsBuffer.UnlockBufferAfterWrite.
Fixed F13/F14/F15 buttons are not being recognized when used with the Input function in Scripts.
Fixed an issue where the macOS HID input backend would send HID output reports (rumble haptics) synchronously resulting in reduced FPS when HID output reports are not matching the expected format.
Input SystemFixmacOSUUM-101166fixed 6000.1.0b15
Changed Device.advertisingTrackingEnabled to report status from AppTrackingTransparency on iOS 14+.
Reduced thread waking costs when kicking job batches. This improves job system scalability and performance, especially when job parallelism is low.
Ensure that all 2D Physics OnCollision/OnTrigger produce Enter/Exit callbacks in the correct order under all circumstances.
Fixed losing Script dependencies in player builds when theres DefineConstrains on an Asmdef using ExtraDefines.
Fixed an editor crash in shader fallback resolving when importing a specific bundle of assets.
Terrain Trees with custom Tree Height and any materials without a "_TreeInstanceScale" property return to their correct height when zoomed in. Prior to this fix, trees materials without _TreeInstanceScale would always render at scale 1, even if the tree instance had height data.
Fixed a bug in ListView dynamic height virtualization where content could disappear after scrolling.
UI Toolkit now warns you that UI elements might not render correctly if you disable depth and stencil.
UI ToolkitFixmacOSUUM-98899fixed 6000.1.0b15
Fixed audio playback when minimized, when Application.runInBackground is set to true.
Universal Windows PlatformFixWindowsUUM-79675fixed 6000.2.0a10
Fixed flickering issue for VFX graphs on Apple Vision Pro using Metal rendering. (XRVOSB-74)
VisionOSFix
Corrected the name of the background image file in the output directory when using "Name Files as Hashes".
Work around a browser bug, where, on some platforms, Time.realtimeSinceStartup/Time.realtimeSinceStartupAsDouble did not include elapsed time in system sleep when accessing these properties. Note that this may limit the precision of these properties to millisecond-level. For precise frame timing use Time.time instead.
On Windows, fixed a few related bugs where if the Unity project/player settings were set to the Quad speaker mode, we would still output sound to the front center channel on a 5.1 or 7.1 system. Similarly, if Unity is set to use the surround (5.0) speaker mode, we would still output sound to the LFE channel on a 5.1 or 7.1 system. This has now been fixed.
Added Android SDK 36 support.
AndroidChange
Predictive Back Support is now enabled by default on new projects.
AndroidChange

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