Crash on core::Join<core::basic_string<char,core::StringStorageDefault<char> > & __ptr64,char const (& __ptr64)[2],core::basic_string_ref<char> > when the Editor runs out of memory saving an invalid override
Native Window ManagementKnown issueBlockerUUM-36776regressed 2022.3.7f1
Crash on SerializedProperty_CUSTOM_GetStringValueInternal when renaming a ScriptableObject Asset
SerializationKnown issueBlockerUUM-41704fixed 2022.3.11f1
Severe performance degradation in Play Mode when using multiple Cameras with "Direct3D12", "OpenGLCore", and "OpenGLES3" Graphics APIs in URP & HDRP
Graphics Device FeaturesKnown issueCautionUUM-42795open 2022.3.10f1
The device selection menu does not respond to mouse clicks when trying to add a device in a Control Scheme
InputKnown issueCautionUUM-40635open 2022.3.8f1
App freezes and the "You can attach a managed debugger now if you want" message doesn't show up when running the app on iOS devices with the "Wait For Managed Debugger" setting enabled
iOSKnown issueCautionUUM-39644fixed 2022.3.8f1
Fixed "Restart Unity as a standard user" button not working when Unity editor gets run as administrator due to Unity Hub running as administrator or due to Unity's executable compatibility flags being configured to be run as administrator.
VFX instancing allowed when having exposed textures, meshes or graphic buffers.
VFX GraphFeature
Clarify the behavior of Texture2D.Apply(), especially regarding mipmap limits.
DocumentationImprovementUUM-7709
\[SGB-613\]\[SGB-594\] Addressed an issue where certain operations were taking too long as a result of graph concretization.
ShadergraphImprovement
Fixed crash with TilemapCollider2D when a Tilemap with Tiles that have invalid Transform Matrices are loaded.
Fixed an issue where mismatched (or corrupted) asset artifact IDs could cause a crash during project launch.
Fixed issue where job may fail to allocate using Allocator.Temp resulting in a a "Top level scope allocation is permitted only on the main thread." exception message.
Added a top level mem scope to avoid temp memory leak.
EditorFix
Asset info (labels and asset bundle) is now shown but in a disabled state when the asset is not checked out in perforce.
Device Simulator now respects the WaitForEndOfFrame yield instruction when used in combination with Application.targetFramerate.
Ensure all properties in Search auto complete dialog have a tooltip to accomodate really long property names.
Ensure SearchQueryProject list and SearchQuery panels are updated if SearchQueryAssets are added/removed either from Search Window or externally.
Ensured if a user expliticly loads a layout that we will load the default layout if something fails (thus avoiding an empty Main Window).
Fixed an issue where the Windows Editor could crash when opening an EditorWindow instance from an EditorWindow invoked using EditorWindow.ShowAsDropdown.
Fixed crash when previewing certain animation curves in the inspector which contain infinite tangents.
Fixed edge case with the Windows Player where an incorrect resolution is used and reported by Screen.width and Screen.height. This occurred when the player was started on a monitor with different DPI settings compared to the main windows monitor.
Fixed for ArgumentNullException and Assertion failed errors thrown when enabling Opaque Texture, using the Hierarchy search bar, and viewing the Scene tab in Play Mode.
Frame Debugger: Fixed an issue where scrolling in the window didn't work when the Mesh Preview was being used.
Frame Debugger: Fixed an issue where the editor would sometimes crash when retrieving keywords for a custom Compute Shader.
Frame Debugger: Fixed an issue where the Event Sliders/Buttons didn't update the window properly.
Frame Debugger: Fixed an issue where the textures sometimes leaked when inspecting shadowmaps.
To remove the transparent input field that presents when TouchScreenKeyboard is active with hideInput option.
Fixed a division-by-zero crash when attempting to use the region-based CopyTexture with depth-only RenderTextures.
Fixed a scenario where combining Linear Project Color Space, DisplayP3, enabled Post-Processing and disabled HDR would provoke 'RenderTexture.Create failed' errors.
Fixed an issue where a "RenderTexture color format cannot be set to a depth/stencil format" error appeared when passing DefaultFormat.DepthStencil or DefaultFormat.Shadow to the DefaultFormat RenderTexture/CustomRenderTexture constructor.
Fixed an issue where RenderTexture assets using Auto GraphicsFormats would sometimes not upgrade correctly if the depthStencilFormat was None, a D16_UNorm fallback was missing. VideoAuto is now converted to YUV2 as well.
Fixed an issue where the RenderTextureDescriptor 'colorFormat' getter was not consistent with the RenderTexture 'format' getter and was incapable of determining the depth-related RenderTextureFormat when 'graphicsFormat' was 'None'.
Fixed an issue where the RenderTextureFormat 'format' getter on AttachmentDescriptor would not return RenderTextureFormat.Depth when the 'graphicsFormat' was a depth-stencil format.
Fixed instances where the RenderTextureDescriptor sRGB setter would sometimes 'corrupt' or unintentionally modify the descriptor's GraphicsFormat.
GraphicsFormat.None is now correctly permitted as a color format on all RenderTexture constructors, enabling the use of the new approach for creating depth-only RTs across all constructors (GraphicsFormat.None as a color format).
Made Always/Vertex pass to be accepted by the ForwardRenderer loop and receive the main light's screenspace shadowmap.
Cloth objects inter-collisions is now properly enabled when turned on in the project settings.
Fixed an issue where Cloth would crash when attempting to bake using a mesh with duplicate vertices and all particles pinned.
Ensured that the RelativeJoint2D, when turning on "Auto Configuration Offset", shows Angular offset in Degrees rather than Radians.
Fixed "Prefab mismatch: The instance object in the scene is referencing a corresponding source object in the Prefab of a different type." thrown when applying added GameObject to a Prefab.
Fixed issue where Context Menu of the curve keyframes would only have the "Add Key" option.
Scene/Game ViewFixUUM-41464fixed 2022.3.6f1
When serializing empty managed object reference we are not adding the data node in the YAML, which is causing problems after some fields are added to the script and the YAML is being de-serialized. In this case, as there still is not any data node in the YAML, the deserialization process is not instantiating the managed object correctly.
\[SGB-561\] Addressed issue where save/save as hotkeys weren't being caught by shadergraph editor window.
ShadergraphFix
\[SGB-581\]\[SGB-531\] Addressed minor usability issues with Custom Function Nodes.
ShadergraphFix
\[SGB-592\]\[SGB-596\] Addressed issue where docs links from editor were incorrect.
ShadergraphFix
\[SGB-597\] Removed invalid character from imported material sub asset.
ShadergraphFix
\[SGB-605\] Addressed issue where adding dropdown property type to newly created subgraphs did not propagate to other open shadergraph editor windows.
ShadergraphFixWindows
Added an option to the library's settings that will allow the user to use a blank VisualElement by default when adding from the library.
Fixed EnumField not updating its displayed text when changing back from showMixedValue mode.
Fixed PropertyField resolving the wrong type when showing an ObjectField and a class had the same name as a built-in type.
Fixed TreeView element not being expanded fully when trying to expand it more than once.
ListView's content container was sometimes resized smaller than it should be when reordering items.
Fixed an issue where incorrect Shader Keyword Prefiltering was used with SSAO when AfterOpaque was used.
Universal RPFix
Fixed an issue where rendering layers keywords were not enabled correctly when using Decals &amp; SSAO in Deferred.
Improved shader input properties synchronization with VFX Graph output context when the shader is deleted or set to None.
Fixed bug in WebGL's FMOD implementation that caused the console to be spammed with errors when using the PlayOneShot API.
Fixed an issue with multithreaded WebGL builds trapping on a function signature exception when switching between scenes.
Updated XR Interaction Toolkit to version 2.4.1.
XRFix
XR: Fixed an issue with XR Input -&gt; Input System that caused Input System's TrackedPoseDriver rotation to drift between Update / BeforeRender calls.
XRFix
\[bee_backend\] use posix_spawn on unix instead of fork+exec.
Build SystemChange

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