Crash on "The GUID inside 'Assets/asset.png.meta' cannot be extracted by the YAML Parser." when opening the project
Asset - DatabaseKnown issueBlockerUUM-107711open 6000.2.0b3
[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 D3D12CommonShader::ApplyGpuProgram when attaching material which samples "_UnityFBInput0" to "Full Screen Pass Renderer Feature" Component
DirectX12Known issueBlockerUUM-105412fixed 6000.1.8f1
[Linux] Crash on glXCreateGLXPixmap when hovering over labels in the Inspector window
OpenGLKnown issueBlockerLinuxUUM-87106open 6000.1.6f1
com.unity.services.ugc - "This package is no longer supported. The UGC service associated with this package is no longer accessible as of May 11th 2025."
Packages updatedBreakingcom.unity.services.ugc
com.unity.services.ugc.bridge - "This package is no longer supported. The UGC service associated with this package is no longer accessible as of May 11th 2025."
Packages updatedBreakingcom.unity.services.ugc.bridge
Added: Added Physics.GetCurrentIntegrationInfo in order to allow retrieving an instance of IntegrationInfo containing data about the currently running Physics SDK integration.
PhysicsAPI change
Added: Exposed the IntegrationInfo type containing basic data about the currently used Physics SDK integration.
PhysicsAPI change
Increased Memory usage when Update Mode 'On Demand' Realtime lights are used and DX12 API is selected
DirectX12Known issueCautionUUM-90065fixed 6000.1.0f1
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
Licensing Client fails to launch when opening Unity Hub (licensing client path is not found)
HubKnown issueCautionUUM-103996open 6000.3.0b7
Android Player freezes on some Mali GPU devices when Lighting Cast Shadows changed to OFF at runtime
LightingKnown issueCautionAndroidUUM-105246open 6000.1.7f1
UnmanagedReadOrWrite objects are not disposed off when GZipStream is used in the "using" statement
MonoKnown issueCautionUUM-105139fixed 6000.1.8f1
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
Platform AudioKnown issueCautionAndroidUUM-103525fixed 6000.3.0a2
Game View turns black, Scene View turns grey, Console error NullReferenceException when Wireframe is turned on because the DecalGBufferRenderPass references a non existent GBuffer
SRP FoundationKnown issueCautionUUM-103836fixed 6000.1.5f1
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
Fixed the Sprite Editor Toolbar module dropdown visual overlap when selecting an imported non-sprite texture in a 3D project.
Fixed false positive error showing in console if creating a workspace from the Hub with a version of the Unity Editor shipping with a default Version Control package older than version 2.7.1.
Version Control
Upgraded FSR2 from v2.2.0 to v2.2.1, release notes from FSR2:
HDRPFeature
Fixed DRS issue where resource was not correctly cleared on first use
FeaturesFeature
Fixed issue where luma instability logic could introduce output artefacts with strobing lights
FeaturesFeature
Fixed incorrect luma resource size.
FeaturesFeature
Added remarks, API references and code samples to AMD.AMDUnityPlugin.
DocumentationImprovement
Added remarks, API references and code samples to AMD.FSR2CommandExecutionData.
DocumentationImprovement
Added remarks, API references and code samples to AMD.FSR2Context.
DocumentationImprovement
Added remarks, API references and code samples to AMD.FSR2Quality.
DocumentationImprovement
Added remarks, API references and code samples to AMD.FSR2TextureTable.
DocumentationImprovement
Added remarks, API references and code samples to AMD.GraphicsDevice.
DocumentationImprovement
Improving startup speed of LicensingClient 1.17.0.
EditorImprovement
Improved CopyTexture documentation (warning about using Apply, mentions of the readability property, and general improvements).
GraphicsImprovement
Optimized Skinned Mesh Renderer matrix calculations to enable Unity to parallelize matrix calculations even when using the non-optimized import setting.
GraphicsImprovementUUM-105251
Removed few gc allocs from TextElement's internal implementation.
UI ToolkitImprovementUUM-103707
Fixed issue in the Tile Palette window where the brushes toolbar expands its height when its width is reduced to a certain level.
Fixed issue where an error message is shown in the console window when the Tile Palette clipboard is open with an invalid width or height.
Fixed issue where the mask interaction settings of one TilemapRenderer can persist to the next immediate TilemapRenderer.
Fixed TextureImporter meta file modification when reimporting a texture while the "Default Behaviour Mode" is set to 2D for new imported files.
The HeightMesh was sometimes containing faulty polygons that stretched between arbitrary vertices over long distances.
Fixed an issue where undoing the creation of an AnimatorController layer while the layer view was not visible in the Animator Window would throw exceptions.
Fixed problem where main thread in editor or player could become blocked, while async loading is in progress.
Added documentation for CommandBuffer.BuildRayTracingAccelerationStructure method parameters.
DocumentationFix
Before running the macOS Editor, perform a check if Rosetta is installed and if not then prompt to install it.
Fixed a GRD memory leak that happened in some cases when materials changed.
EditorFix
Fixed an issue on Windows where some popups appear incorrectly scaled when displayed close to the border between two monitors with different DPI scaling settings.
Fixed an issue where passing a long string label for a dialog box could cause an editor crash.
Fixed crash that could occur when repeatedly performing actions that require a progress dialog such as saving and entering play mode at the same time.
Fixed exceptions thrown when using function key shortcuts to select Terrain tools when Terrain Tools package is installed.
Fixed function key shortcuts for Terrain Trees and Details tools.
EditorFix
Fixed some performance issues when moving Terrain objects (eg. for shifting world origin to support large worlds) while Tree rendering is disabled. Renderers for tree instances would still be updated but this is not particularly useful or wanted if you are using some other system to render Tree instances. So now the updating of tree instances is bypassed in this scenario. Re-enabling tree rendering will resume updating tree instance and detail renderers. When tree rendering is enabled, performance remains roughly the same as before.
Resolved an issue where components were visible in the Add Component menu when \[AddComponentMenu("")\] was used.
Adaptive Probe Volumes Fails to Bake with Dilation Enabled and exception "Cannot allocate more brick chunks, probe volume brick pool is full" is printed.
Fixed a bug where the unity_RendererBounds_Min and unity_RendererBounds_Max uniforms would be set to random uninitialized memory in the ShadowCaster pass.
Fixed glFramebufferTexture2DMultisampleEXT failure on Adreno drivers when per-format max MSAA limit exceeds global max MSAA limit.
Fixed infinite progress bar when converting PostProcess v2 from Built-in Render Pipeline to Universal Render Pipeline in the Converter.
Fixed Input Attachments + MSAA not working on platforms that emulate it using texture lods.
Fixed memcpy crash with "load texture data on demand" related to UnityDefaultRuntimeTheme.tss.
Upgraded DLSS version from v3.1.10 to v3.7.20, fixing some ghosting artifacts and improving image stability.
Custom mesh for the water system is rendering the normal map the same as the water surface regardless of a world position.
Fixed incorrect exception handler generation when an exception handler with a filter throws an exception.
Fixed the issue where sometimes the display name of a package does not show up immediately when the list is visible.
Package ManagerFixUUM-104296fixed 6000.2.0b1
Fixed an issue where ArticulationBody components would disregard update calls from Animator components playing a clip which animates an ArticulationBody property.
Fixed an issue when modifying the sub-colliders a CompositeCollider2D uses when inside a prefab.
Fixed tooltip rendering for the Rigidbody2D Simulation Mode layer selection in the Physics2DSettings.
Fixed additional cases where certain Node Reference sample graphs would report unsaved changes on open.
Fixed out of bounds read in CoreUnsafeUtils.FixedBufferStringQueue.TryPop when the remaining bytes in the buffer is less than 4.
Subpass attachment indices are updated when adding a depth attachment to the renderpass in RenderGraph.
SRP CoreFixAndroidWindowsUUM-99670fixed 6000.2.0a9
Fixed an issue where resetting a data source would not always register to the INotifyBindablePropertyChanged callbacks.
Fixed issue when dragging a reorderable list view item on the X axis making the item disappear from the list.
Fixed RuntimePanelUtils.CameraTransformWorldToPanel sometimes not working for secondary displays in the editor.
Fixed the position of the Editor Only label in the tree view mode of the UI Builder Library.
Removed the invalid "Add Selector" option from the StyleSheet context menu in the UI Builder.
Fixed linear upscale wrong color space by clearing keywords set by previous upscale settings.
Opening/Closing subgraphs in VFX window does not trigger a recompilation of its dependent VFX anymore. This has to be done explicitely by saving the subgraph.
Fixed an edge case in error handling when attempting to open a video file on Android.
Updated visionOS trampoline to respect RunInBackground setting. VisionOS apps now pause when the user opens the home screen if RunInBackground is set to false. Note that this changes the behavior for the default value of this setting, which is false.
Fixed issue where Quest Link would fail when using DX12 and single pass rendering.
XRFix

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