Crash and or slow update when List items are reordered in the Inspector Window
SerializationKnown issueBlockerUUM-46703open 2022.3.14f1
Crash on SerializedProperty_CUSTOM_GetStringValueInternal when renaming a ScriptableObject Asset
SerializationKnown issueBlockerUUM-41704fixed 2022.3.11f1
Added: Added "Dedicated Server optimizations" option that strips all shaders from Dedicated Server builds.
Build PipelineAPI changeServer
Added: New signature for BuildPipeline.BuildAssetBundles.
Build PipelineAPI change
Added: Added callbacks when RenderPipeline is created or disposed.
SRP CoreAPI changeUUM-20646
The released assets are not unloaded when Resources.UnloadUnusedAssets is called
Addressable AssetsKnown issueCautionUUM-37775open 2022.3.9f1
[Mobile] Player freezes on "UnityClassic::Baselib_SystemFutex_Wait" or silently crashes
CullingKnown issueCautionAndroidUUM-41806fixed 2022.3.14f1
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
[Linux][URP][OpenGL] Scene View has a red texture overlay when the project is using URP and OpenGLCore Graphics API
OpenGLKnown issueCautionLinuxUUM-44222open 2022.3.50f1
"ArgumentNullException" error in the Console when selecting certain ScriptableObjects and entering Play Mode
UI Toolkit FrameworkKnown issueCautionUUM-39898fixed 2022.3.12f1
Rendering stops and an “ArgumentNullException” error appears when disabling Camera’s “Dynamic Resolution” setting
Universal RPKnown issueCautionUUM-44988open 2022.3.8f1
[URP][XR] Performance degradation when comparing Android Quest 2 builds across 2020.3 and 2023.x
Universal RPKnown issueCautionAndroidXRUUM-33025fixed 2022.3.11f1
Fixed undefined behavior of SpawnerSetAttribute when an expression is connected to activation slot.
Improved performance of AnimatorOverrideController.ApplyOverrides().
AnimationImprovementUUM-39762
Added ability to support hashing against different target frameworks.
BurstImprovement
Added support for default interface methods.
BurstImprovement
Added support for string interpolation in exception messages.
BurstImprovement
Added support for Math.Clamp (this API is available when Api Compatibility Level is set to .NET Standard 2.1).
BurstImprovement
Added initial User Manual docs for visionOS.
DocumentationImprovementVisionOS
The audio mute button in the game view toolbar uses less time per frame.
EditorImprovementUUM-36729
Internal - Fix leak when opening a scene containing a subscene containing animator objects.
Fixed an issue where shaders in asset bundles built with older Unity versions could treat material keywords as invalid when using SubShaders.
Asset BundlesFix
Fixed Audio Reverb Zone's not being affected by the global volume setting when the Spatial Blend of the Audio Source is lower than 1.
Fixed AssetBundle incremental build needs to detect script namespace/assembly change.
Build PipelineFixUUM-35766fixed 2022.3.8f1
Clang fails when header file mtimes are updated and a precompiled header isn't regenerated.
Fixed a compile-time performance regression in 1.8.7 that could result in slower Burst compilation and increased memory usage during compilation.
BurstFix
Fixed a possible source of invalid alignment, avx2 storing to stack was given a slot with the wrong alignment.
BurstFix
Fixed burst not being able to find external function leading to crashing the Editor.
BurstFix
Fixed Burst sometimes returning wrong value for static readonly fields or static constructors.
BurstFix
Fixed compiler crash when compiling different assemblies that define methods or types with the exact same name and namespace.
BurstFix
Fixed error when trying to use direct call to a nested protected class.
BurstFix
Fixed that converting a negated unsigned type to a float would produce a mismatching value in Burst versus .Net/Mono.
BurstFix
Fixed that jobs wouldn't be Burst compiled for player builds with high stripping.
BurstFix
Fixed that the Burst Inspector handled negation of unsigned types differently than .Net for static readonly fields or static constructors.
BurstFix
Fixed using Armv9 target in the Burst Inspector not formatting the assembly.
BurstFix
Fixed wrong alignment for v128 when doing an indirect access.
BurstFix
Fixed System.NotImplementedException: Unimplemented Instruction Extension Tail_ error when the code contained tail-calls.
BurstFix
Fixed uint to float conversion edge-case.
BurstFix
Prevented Burst emitting errors even when Burst was disabled via the --burst-disable-compilation command line option.
BurstFix
Under some conditions (if the error in compilation occurred in a location that didn't have valid debug information), building a player might not generate any files, and not display any errors.
BurstFix
Fixed an issue where object creation was recorded on a non-main thread, causing a nullptr in the ObjectDispatcher.
CoreFix
ForEach jobs no longer allocate internal data using the TempJob allocator, eliminating one source of 'possible leak' warnings for long-running jobs.
Added missing link in physics (physX) documentation. There was an hyper-link missing referring to CompoundColliders.
DocumentationFix
Clicking a foldout with Alt held will now set all child foldouts to the same expanded state when they are bound to SerializedProperty.isExpanded.
Prevent blendshape normals calculation when mesh normal is set to Calculate and blendshape normals is set to None.
Fixed a crash (or memory leak) caused when using AABBs procedural geometries in a RayTracingAccelerationStructure.
Fixed incorrect clamping of maxComputeBufferInputs when VkPhysicalDeviceLimits::maxPerStageDescriptorStorageBuffers is max unsigned integer.
Fixed null pointer exception on the player when none of the quality levels were assigned.
Fixed custom pass injection point "After Opaque And Sky" happening after cloud rendering.
HDRPFix
Fixed FTLP (Fine Tiled Light Pruning) Shader Options max light count. Previous support only supported up to 63 These changes allow to go up to 255 with higher instability as numbers per tile approach 255. For support greater than 255, do it at your own risk\! (and expect some flickering).
Mixed runtime lights were not considering the intensity multiplier during bakes. These changes fix this behaviour and make bakes more intuitive.
Fixed attach managed debugger window not showing up and causing application to be in frozen state.
Prevent paused unity player from using excessive CPU when "run in the background" option is off.
Show the package technical name of a UPM on A$ in the editor.
Package ManagerFix
Fixed an issue on OSX where Physics.Simulate would experience hickus due to how the PhysX task system was being integrated with Unity's Job System.
Fixed small bodies starting to tunnel through large bodies in continuous collision detection mode at high simulation frequencies (~200Hz).
Fixed a slight pause in the Scene View's camera movement when rapidly changing between arrow keys of opposite directions.
Scene/Game ViewFixUUM-42170fixed 2022.3.8f1
Fixed an issue where shader dispatch events would not show up in GameView's RenderDoc capture data.
Scene/Game ViewFixUUM-29955fixed 2022.3.8f1
Shader warmup was not being skipped through SRP initialization. This could cause GPU hangs if the user specifies a shader preloading asset. This functionality should only occur for open gl platforms.
Fixed an issue in the UI Builder that would cause an exception when using a CustomRenderTexture where a RenderTexture was expected.
Fixed an issue in the UI Builder where editing an element in-canvas would sometimes have an offset.
Fixed runtime performance drops when multiple views that uses incompatible RTHandle descriptors are rendered within a frame.
Fixed an existing checkout operation has locked the workspace, triggered by saving the current scene at check-in.
Version ControlFix
Fixed Unity Version Control toolbar icon disappearing.
Version ControlFix
Blocks and operators sampling Depth or Color now work with Dynamic Resolution Scaling.
Fixed a compilation error when using Cube outputs with a texture shared with another context.
Undefined sorting mode with SpriteLit/SpriteUnlit, now sorted when automatic sorting is on.
\[iOS\] White screen is displayed instead of the video, and "Cannot read file" is logged after resuming the video if Video Player was paused and the app was minimized and opened.
Fixed code for custom nodes being stripped in AOT builds when Managed Stripping Level is set to High. (UVSB-2437)
Visual ScriptingFix
Fixed migration deserialization bug introduced in 1.8.0. (UVSB-2492)
Visual ScriptingFix
Added stickyCursorLock API to make cursor lock "sticky" or "unsticky". Sticky cursor lock means that if the browser unlocks the cursor when the user presses the ESC key, the cursor will remain locked in Unity. To match the browser's behavior, users can set the stickyCursorLock to false, which will "unstick" the cursor lock.
Fixed a bug where the application's background image wouldn't appear while loading if compression was enabled.
Direct call is now correctly disabled for methods that are decorated with both [BurstCompile] and [UnmanagedCallersOnly] attributes (such methods shouldn't be called directly from managed code).
BurstChange

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