[GameActivity] Crash on "UnityMotionEventCallbacks::_GetPointerIdImpl" when giving 9+ simultaneous touch inputs
AndroidKnown issueBlockerUUM-108743fixed 6000.3.0a2
[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
Removed the overrideBuiltIns property making all builtin packages with semver version unable to be overridden.
Package ManagerBreaking
Added: Launch Arguments API.
KeplerAPI 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
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
[Android] Runtime performance deteriorates on certain Android devices when Graphics API is set to Vulkan on an upgraded project
VulkanKnown issueCautionAndroidUUM-107530fixed 6000.1.14f1
Added pinnedPackages optional property to the project manifest. This feature forces specified direct dependencies to use their exact manifest versions during package resolution and project update.
Package ManagerFeature
Removed the CreateRenderGraphTexture API references from the create-custom-renderer-feature page.
DocumentationImprovement
The application will continue to update/render while built for 'GameActivity + run in split screen + permission dialog is shown' if RunWithFocus is set to true. Previously the application would pause for GameActivity, but would continue to run if built for Activity.
Added new callback onDeleteArrayElementCallback to ReorderableList. This is called from the "Delete Array Element" context menu to let you control the removal, like onRemoveCallback.
Fixed a bug where the 'RectTransform' component values were set to NaN when scaling UI elements using the Scene Rect Tool.
Fixed a bug whereby when evaluating an interrupted transition, the Animator writes the last evaluated values for all values instead of correctly defaulting to the state's current configuration.
Fixed a Windows Editor crash on exit that could occur with some specific combinations of packages such as Google Mobile Ads and JetBrains Rider integration.
Fixed an issue where Scene view gizmo icons were not loaded properly if "Load textures on demand" was enabled in project settings.
Fixed an issue where, for compressed cubemap texture assets, the 'CubemapInspector' would display controls that perform operations unsupported by such textures. This also fixes an issue where merely inspecting a crunched cubemap texture asset would provoke errors.
Fixed case where ScreenCapture.CaptureScreenshotAsTexture() could cause the player or editor to crash when a XR device was connected.
Fixed IMGUI Errors on LinuxEditor arising when RepaintImmediately() called on window currently being painted.
Fixed macOS progress bars always being shown on the main display rather than over the main Editor window.
Fixed PlayerSettings icon APIs so that GetIcons, GetIconsForTargetGroup, GetIconSizes, and GetIconSizesForTargetGroup return the correct icon arrays for the provided NamedBuildTarget or BuildTargetGroup argument.
BatchRendererGroup's OnPerformCulling function now correctly checks for job safety between the provided buffers and the JobHandle returned by the user.
Fixed a potential deadlock that could freeze players when loading or unloading AssetBundles with threaded texture uploads enabled.
Fixed an issue where mesh changes would not propagate correctly when using GPU Resident Drawer and GPU Occlusion Culling.
Fixed an issue where the value reported by "Texture.nonStreamingTextureMemory" would not update when mipmap limits were modified.
Fixed duplicated color resolve when mixing native render pass and set render target workflows.
Fixed shadow culling not working correctly for intermediate renderers like Graphics.RenderMesh or Terrain.
Removed an assert exception in UnityEngine.Rendering.CreateDrawBatchesJob.ProcessRenderer when changing a material property of a material used in MeshRenderers with multiple submeshes, after re-importing URP or HDRP.
Prevent CustomPass using camera depth if the injection point is set to AfterPostprocess. Show a warning in the CustomPass inspector if this configuration is present.
JobHandle.Complete() goes to sleep sooner when there is no work to steal. This allows the waiting thread to give up the CPU core sooner to allow another thread to perform work or to preserve battery life.
Fixed an issue where installing a git package using Git LFS would not work with Git LFS 3.6.0 and higher.
Package ManagerFixUUM-91342fixed 6000.2.0b4
Fixed the issue where Assets cannot be imported when the Asset package contains project settings and all project settings are unchanged.
Package ManagerFixUUM-100078fixed 6000.2.0b5
UnityEditor.PackageManager.UI.Sample.FindByPackage will no longer throw an exception when passed an unknown package.
Package ManagerFixUUM-86326fixed 6000.1.0a4
Fixed an issue where the startup logs would be missing from the normal log file (or standard output) when the "Capture Startup Logs" player setting was enabled.
Improved WeakReference handling to protect against the (extremely unlikely, but still possible) event that the GC runs between checking that the handle is alive and dereferencing it.
Batched the scroll events on fixed height virtualizations for ListView and TreeView controls.
Fixed "UnityException: Load can only be called from the main thread" when generating the text meshes.
Fixed unclear warnings when user creates more lights than the light limit when using Deferred rendering path.
Fixed double invocation of onLoopPoint callback when skipOnDrop is false and codec is decoding to memory.

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