[Android]Crash on lib/arm64/libil2cpp.so when Unity Analytics and Engine Code stripping are enabled
Cloud DiagnosticsKnown issueBlockerAndroidUUM-95408open 6000.0.57f1
Crash on TypeContainer<int>::rtti when deleting a Render Texture that is used by the Main Camera
Graphics Device FeaturesKnown issueBlockerUUM-101233fixed 6000.1.0f1
Crash on GfxDeviceD3D12::AllocBottomLevelAccelerationStructure when using Raytracing
RaytracingKnown issueBlockerUUM-101163fixed 6000.2.0a9
Editor crash on "(nvoglv64) vkGetInstanceProcAddr" when opening Prefab with Gizmos enabled in the Scene View
VulkanKnown issueBlockerUUM-99992fixed 6000.1.0b15
Increased Memory usage when Update Mode 'On Demand' Realtime lights are used and DX12 API is selected
DirectX12Known issueCautionUUM-90065fixed 6000.1.0f1
Adaptive Probe Volumes are not applied to URP Simple Lit or Lit Shaders when using "Mixed" Light Mode
LightingKnown issueCautionUUM-98838fixed 6000.0.47f1
[HDRP] "AssertionException" errors are thrown and Scene is corrupted when baking Reflection Probe with custom TextureImporter preset added to Texture Importer default
LightingKnown issueCautionUUM-102339open 6000.0.47f1
The Player renders black on a Quest headset when MSAA, Post Processing, and Spacewarm depth submission are enabled
SRP XRKnown issueCautionXRUUM-84612regressed 6000.0.58f1
Editor UI Text is displayed incorrectly or blank, and "Unable to load font face for [System Normal]." and other warnings are spammed when Editor Font is set to System Font and TMP Package is imported
Text (TextCore)Known issueCautionUUM-102444fixed 6000.1.0f1
Standalone Player unresponsive/frozen in HDRP when built using Vulkan Graphics API on specific GPUs
VulkanKnown issueCautionUUM-101692fixed 6000.1.0f1
Scene is not rendered and RenderPass errors in WebGL when MSAA is enabled on URP Asset and the Camera or Overlay Camera Stacking is used
WebGLKnown issueCautionUUM-90459fixed 6000.1.5f1
-androidChainedSignalHandlerBehavior legacy never worked for GameActivity, which is expected. It's now explicitly mentioned in the documentation.
AndroidImprovement
Improved logging for the "Read the full binlog without getting a BuildFinishedMessage" internal build error, so we can see if the build was cancelled from the editor process.
Build SystemImprovement
Fixed case where Inconsistent rendering of Sprite Shapes occurs when a Fill Material is not selected or a custom shader material is set as the Edge Material.
Fixed case where Video is not rendered in Video Player when Material Override is set as the Render Mode and a SpriteRenderer is used
Fixed issue where collision solver for AI agents pushed agents away from stationary, non-carving obstacle center or segment midpoint, causing agents to accelerate along obstacle boundaries as they move to target locations. The effect was very obvious, especially for elongated non-square .obstacles. The collision solver now pushes agents away from nearest contact point when colliding with said obstacle.
Fixed a regression for legacy crash handler, where -androidChainedSignalHandlerBehavior legacy stopped working for Activity. Note: this legacy option will be removed in future Unity versions and you will not be able to force legacy crash handler behavior.
Fixed a crash during initialization of audio, on certain platforms where exclusive access to the output device is possible, when the default audio device driver can fail to initialize with specified parameters in the audio settings.
Fixed an issue where directories with very large numbers of items and deep directory structures could cause dragging assets into a project to become sluggish and potentially freeze the Editor.
Fixed an issue where having multiple Scene views open would make the Scene views constantly repaint.
Fixed an issue where position handles still react on hover even when they are not interactive due to being positioned behind an overlay, such as the orientation gizmo.
Fixed an issue with Late binding of SpriteAtlas objects ot working when loading from content archives.
Fixed SettingsService.NotifySettingsProviderChanged() not calling OnDeactivate() for existing providers.
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.
Modified touch position calculation to match mouse position calculation on Windows (Input.mousePosition). This fixes consistency issues between mouse and touch when in certain multi-display and multi-window scenarios.
\[Device Simulator\] Make sure to return the same value of Screen.currentResolution.refreshRateRatio.value as in Game view.
Fixed systeminfo::GetExecutableSizeMB reporting wrong values on Embedded and Desktop Linux.
EmbeddedLinuxFixLinuxUUM-66340fixed 6000.0.46f1
Fixed an issue where terrain trees would cast realtime shadows even after baking lighting in mixed mode.
Fixed shadow culling not working for non mesh renderer types and causing unnecessary draw calls to be generated.
Fixed losing Script dependencies in player builds when theres DefineConstrains on an Asmdef using ExtraDefines.
Correctly update Dynamic Atlas Viewer when UI Toolkit Debugger window is closed and reopened again.
Fixed an issue where the IDE would open to edit a UXML file if it was open in the UI Builder, dirty, and the user chose not to save changes.
Fixed EndLayoutGroup error sometimes showing in console when using the UI Toolkit Live Reload option.
Fixed an up to 20% performance regression on Meta Quest devices that occurs in certain cases when we add a Depth Copy render pass after an Uber Post render pass.
Fixed crash on mobile player builds when loading a Scene referencing a VisualEffect component but not a VfxRenderer component with the "Strip Engine Code" feature enabled. The VfxRenderer component engine code is no longer incorrectly stripped.
VFX GraphFixAndroidiOSUUM-99927fixed 6000.2.0a8
"AVFoundationVideoMedia error while reading" error is thrown when streaming from a URL with a signed token in VideoPlayer.
Fixed failing web builds when the web template is set through C\# Scripting API or by editing "ProjectSettings.asset" file.
Fixed render pass validation errors on XR devices when using OpenGLES and MSAA camera settings differ from URP asset.
Add Android SDK 36 support.
AndroidChange
Predictive Back Support is now enabled by default on new projects.
AndroidChange

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