[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
UI is not rendering and an error is thrown when FXAA is enabled and cameras are stacked in a 2D URP project
2DKnown issueCautionUUM-110338fixed 6000.3.0a2
Accepting Asset Store EULA endless loop in Package Manager window
Asset Store / Publisher portalKnown issueCautionUUM-83708open 6000.2.0b9
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 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
Editor crashes with PlatformWebCamTexture::GetDeviceNames when a Virtual Camera is present and FriendlyName property is deleted from Registry
VideoKnown issueCautionUUM-105563fixed 6000.0.53f1
AndroidPlayer selects Vulkan Graphics API over GLES even on devices with limited support
VulkanKnown issueCautionUUM-109250fixed 6000.1.9f1
[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
Garbage Collector memory leak when allocating and deallocating memory in Web builds
Web PlatformKnown issueCautionUUM-86352open 2022.3.64f1
Fixed a potential exploit in the Windows Editor Installer.
InstallerSecurityWindows
Improved memory allocations related to Animator callbacks, leading to improved performance.
AnimationImprovementUUM-107293
Set ID3D12GraphicsCommandList::IASetVertexBuffers once instead of several times in a loop inside GfxDeviceD3D12Base::DrawBuffersCommon.
DX12ImprovementUUM-109282
Improved Editor startup time by deferring package manager setup until licensing is ready.
EditorImprovementUUM-99942
Added an issue where the far right toolbar dropdown was sometimes difficult to interact with.
ShadergraphImprovementUUM-105177
Added both preference and setting path for variant limit exceeded warning message.
ShadergraphImprovementUUM-104591
Heatmap asset help button now redirects to Shader Graph manual page.
ShadergraphImprovementUUM-103974
Improved resizing behavior for custom property and function inspectors.
ShadergraphImprovementUUM-103867
Improved shader variant exceeded message to direct users to both project settings and preferences.
ShadergraphImprovementUUM-104591
Improved spacing of a certain toggle on the shader graph preferences page.
ShadergraphImprovementUUM-104088
Subgraphs whose first output isn't previewable now default to not having a node preview.
ShadergraphImprovementUUM-102007
Added the ability to change the TreeView item indent via a custom style property called --unity-tree-view-indent.
UI ToolkitImprovementUUM-44460
Fixed an issue where Palette camera position and zoom were not stored and restored when Tile Palette is reopened.
Enforcing to use Streaming Assets extensions for noCompress string in Android Gradle project to avoid problem with too many entries in the list, which may cause Gradle build fail.
Fixed issue where RenderBufferLoadAction.DontCare is ignored in some situation when switching between use of RenderPass API and SetRenderTarget.
Fixed issue where Vulkan is preferred over GLES even though the drivers were detected as incompatible.
Improved warnings associated with automatic calculations for 2D blend trees where some or none of the clips have any velocity.
Improved warnings associated with Homogenous Speed calculations for blend trees where some or none of the clips have any velocity.
Fixed a sudden dropout of high priority sounds in the game under rare circumstances, when playing multiple new Audio Sources on the same frame as having stopped Audio Sources whilst exceeding the number of real voices available in the system.
Fixed an issue on macOS where recording from a Bluetooth microphone could fail or produce corrupted audio. Audio input now correctly handles variable frame counts and uses a dedicated buffer to ensure all recorded data is captured reliably.
Fixed that player builds using IL2CPP on Linux would have truncated stacktraces if Burst was in the callstack. (BUR-2858)
BurstFixLinux
Fixed by displaying more details in the log message and displaying them only once to avoid spam.
Fixed a bug that was causing error spam to the console if an HDRP scene had a terrain without GPU instancing enabled and wireframe mode was turned on in the Scene View.
Fixed an issue which could cause the Editor Launch Screen to spontaneously crash on Linux.
NavMesh.CalculateTriangulation() now returns triangles in the same order every time the navigation system uses the same set of NavMesh polygons.
Replaced IRenderPipelineGraphicsSettingsContextMenu interface by IRenderPipelineGraphicsSettingsContextMenu2 to remove the PropertyDrawer argument that was recreated (contained data lost) when a DomainReload occured. The new interface replace it by a SerializedProperty onto the IRenderPipelineGraphicsSettings instead.
The texture FilterMode would default to Point filtering on some iOS and OSX devices when mipmap streaming was enabled, this has been fixed.
Fixed GC Handle leak that would happen every time a new function pointer was returned for a managed delegate.
Ensure that changing the Transform Z position only does not affect Rigidbody2D interpolation.
Fixed an issue where PlayableOutput.SetSourcePlayable would take a long time on PlayableGraphs with many outputs.
Fixed FrameTiming.cpuMainThreadFrameTime and Profiler to not include RenderThread wait times when Split Graphics Jobs are enabled.
Resolved issue where the Camera first person mode in Cameras overlay is not clickable when the Editor is restarted with the Game View focused.
Scene/Game ViewFixUUM-108801fixed 6000.1.9f1
Added an issue where nodes without valid previews would expand on creation and collapse on selection.
Added wrapping to the custom function node's label and fixed an issue where it would not update immediately.
Fixed low resolution icons for high PPI and retina displays. (WBTRB-147)
TerrainFix
Added missing UxmlAttribute converters for byte, sbyte, short and ushort.
UI ToolkitFix
Automatically set the alpha channel of unset style color properties to 1 when picked through the color picker.
Fixed an issue where debug names would not appear when pressing the Alt key in debug inspector mode.
Fixed flickering of the data source and path view when refreshing the UIBuilder inspector.
Fixed UI Builder Hierarchy files are not marked dirty when Inspector fields in Attributes category are changed.
Pressing the "Fit Viewport" button will now centre a canvas, in the UI Builder, if the canvas size is 0,0.
Fixed an issue where nothing was rendered when using Graphics.DrawProceduralIndirectNow in OnRenderObject method.
Fixed sporadic crash of video player on iOS when app is brought from background to foreground.
Fixed an issue where the XrDisplaySubsystem tries to destroy textures that are still being used by other processes. This fix uses FinishRendering() to block the simulation thread until those resources are no longer in use before trying to destroy them.

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