[Android]Crash on lib/arm64/libil2cpp.so when Unity Analytics and Engine Code stripping are enabled
6000.0.48f1
LTS · Released Apr 29, 2025 · Changeset 170d2541580d · 96 release notes
Increased Memory usage when Update Mode 'On Demand' Realtime lights are used and DX12 API is selected
Editor freezes when loading a specific AssetBundle
Graphics.RenderMeshIndirect does not issue multi-draw rendering commands when using a graphics API capable of multi-draw commands
Editor freezes when initializing converters with Post-Processing Stack V2 Converter enabled
Android Player freezes when an Audio Source is playing and an incoming call is picked up and then hung up and the Audio Source is started again
Editor hangs when cutting and pasting a Script to another folder during Play Mode
FixedUpdate runs 200 times more frequently, leading to performance issues for users
Game View turns black, Scene View turns grey, Console error NullReferenceException when Wireframe is turned on because the DecalGBufferRenderPass references a non existent GBuffer
[Mobile] Visual artifacts when RenderGraphPass is merged into NativePass
Light is culled incorrectly when Deferred+ and Forward+ Rendering Paths are used
The Player renders black on a Quest headset when MSAA, Post Processing, and Spacewarm depth submission are enabled
VFX throw errors upon importing it and breaks rendering for certain effects
Add tooltip on Sprite Editor Window's module drop down to indicate what module is selected. The drop down text will now have ellipsis when the text is cutoff.
Fixed normal map preview in Sprite Editor Window's Secondary Texture module.
Fixed shader cache uploads and downloads to Accelerator so that they respect Editor upload enabled and download enabled settings.
Shaders
3.0.35 to 3.0.36
1.4.4 to 1.4.5
Add a more descriptive failure message when reflection probe has the wrong format
Fixed an issue where selecting a Light 2D would cause other selected lights to have their shadow and volumetric states overwritten.
Fixed case where Canvas Image artefacts appear when Sprite Packer is enabled.
Fixed cases where Mipmap generation for SpriteAtlas fails for various formats and sRGB is turned off.
Fixed error when using pixel perfect camera with camera stacking.
Fixed grid size in the Tile Palette window when the window aspect greatly differs from the aspect of the Palette.
Fixed incorrect normal texture size causing sampling artifacts in Rendergraph2D.
Fixed NullReferenceException in DrawRenderer2DPass.
Fixed outdated page opens when accessing Sprite Atlas v2 Help page.
Fixed Sprite Meta contains invalid internal ID during creation via TextureImporter.
Improve scrolling of Palette in the Tile Palette window.
2DFix
Fixed case where text using certain fonts were not rendered properly.
Fixed a crash loading Content Archive from different version which also contains Managed type references.
Fixed AudioRandomContainer not playing AudioClips with the PlayInBackground flag enabled.
Fixed help icon in Physics2D Settings page not linking to the manual correctly.
.androidlib plugins if used extension plugins will work with Symlink Sources On.
Adding validation on the "Edit/Play Mode/Step" menu item to invalidate it outside of playmode.
Changed message in Font Asset Creator Window to make exception more clear.
Fixed a crash on TypeContainer<int>::rtti when deleting a Render Texture that is used by the Main Camera.
Fixed a padding issue with EditorToolbarDropdownToggle when an icon is provided.
Fixed an issue where OverlayMenu toolbar toggles would become untoggled after maximizing the Game view or entering Play mode.
Fixed an issue where Tools overlay would display the abbreviated text content rather than the full text content of the EditorTool when the overlay is in Panel or Horizontal layout.
Fixed argument exceptions when using SpriteAsset in UITK.
Fixed building AndroidPlayer for external source-code customers.
Fixed cursor position when clicking at then end of a multiline text field with ATG.
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 typo in TextMeshPro.
Fixed wrong cursor position when using ATG when highlighting text on mobile.
Improves some API documentation for Terrain and TerrainData. Also corrects the TerrainData GetAlphamaps and SetAlphamaps pages.
EditorFix
OSX: Fixes that values changed on a Prefab Asset are not retained when entering Play Mode.
Remove a need to rely on ScriptableRenderer in ShaderBuildPreprocessor.
Fixed a crash when using legacy image effects with Metal stereo rendering (visionOS).
Fixed a rare crash that can happen when using multiple RayTracingAccelerationStructures and SkinnedMeshRenderers or other dynamic geometries.
Fixed SRP Batcher checking the against the active render pipeline causing incorrect bindings.
Fixed standalone player freeze when built using Vulkan Graphics API and when multiple monitors are in use.
Fixed the CustomRenderTexture Shader Properties array size warning.
Replace costly WMI videocontroller query.
Skip Sky LUT Blur on specific hw to workaround wrong output.
Change Device.advertisingTrackingEnabled to report status from AppTrackingTransparency on iOS 14+.
Fixed Player creates a maximized window when launched with batchmode argument.
Fixed macOS build when using additional IL2CPP stacktrace information.
Errors when instantiating an object with Multiplayer Roles stripping, to an existent parent transform.
Fixed an issue where some locally installed packages where appearing in the Unity Registry tab that shouldn't be.
Fixed experimental tag showing for version with exp and exp.0.
Ensure scripted Simulate call schedules managed jobs.
Fixed a crash on SetJointLocalActorFrames when changing connectedBody on a ConfigurableJoint.
Fixed an issue where Joint gizmos would no longer follow the joint they are being displayed, during playmode. (PHYS-401)
PhysicsFix
Fixed an issue where Joint gizmos would not display the perpendicular axis (normal of the joint axis) when selecting a ConfigurableJoint or CharacterJoint. (PHYS-401)
PhysicsFix
Fixed swap bodies behaviour on configurable joint to not fully swap the actor poses but swap the parent - child actors on the joint.
Adding tooltips for aspect ratio and gizmos dropdowns in the game view.
Fixed an issue where shutdown could crash when cleaning up UnityObjects.
Fixed crash if passing null results list to FindGameObjectsWithTag.
Fixed documentation to match GetComponentInParent / GetComponentsInParent implemented behaviour towards inactive game objects.
Added new manipulator for ShaderGraph MainPreview to fix wrong drag handing on OSX.
Added new manipulator for ShaderGraph MainPreview to fix wrong drag handing on OSX.
RenderGraph.Cleanup() doesn't corrupt RenderGraph instance anymore.
Changed the behavior of the terrain add pass when running in URP deferred. No longer places incorrect data in gbuffers that are meant to hold depth information or bitmasks.
Fixed terrain detail rendering with render layer feature enabled under DX11.
Ensure System Font is supported with TMP installed in the project.
Change SS UI within SRP to render once from the last base camera only in non-HDR.
Fixed an issue where slots would not be re-exported after a change in the UI Builder.
Fixed documentation for ExecuteWithinFrame.
Fixed dynamic color playtint issue.
Fixws not selectable UIDocument in SceneView.
Reduce initial memory usage of UI Toolkit in the Player.
Fixws alpha for FSR upscale in compatibility mode.
Fixws viewport of stacked camera in post-processing.
Fixed keyboard modifiers state at application suspension.
UnityYAMLMerge tool wasn't waiting for opendiff tool to finish on macOS.
Fixed an issue where backslash keys (IntlYen, IntlRo) were not detected on Japanese 106/109 keyboard.
Fixed the audio context suspend/resume mechanic.
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.
Improve error message when the editor loses connection to an asset import worker process
Asset ImportChange
Improve error message when the editor loses connection to an asset import worker process
Asset ImportChange
The displayName value in the package.json file is corrected to match the official package name "High Definition Render Pipeline".
HDRPChange
The displayName value in the package.json file is corrected to match the official package name "Scriptable Render Pipeline Core".
SRP CoreChange
The displayName value in the package.json file is corrected to match the official package name "Universal Render Pipeline".
URPChange