Crash on "TransferPixelDataForMaskTemplate<_sprite_packing_char2>" when building for Android
6000.0.55f1
LTS · Released Aug 5, 2025 · Changeset c5f59906196d · 71 release notes
[Android]Crash on lib/arm64/libil2cpp.so when Unity Analytics and Engine Code stripping are enabled
[Intel] Crash on BufferD3D12::BeginWrite when opening a newly created URP project with DirectX12 set as the default graphics API
Crash on mono_domain_jit_foreach when performing various Unity operations
Crash on PersistentManager::GetSerializedFileIfObjectAvailable when opening a specific project
Increased Memory usage when Update Mode 'On Demand' Realtime lights are used and DX12 API is selected
Licensing Client fails to launch when opening Unity Hub
Licensing Client fails to launch when opening Unity Hub (licensing client path is not found)
All baked data for all scenes using APV is always loaded in Editor
The Player renders black on a Quest headset when MSAA, Post Processing, and Spacewarm depth submission are enabled
VideoPlayer freezes or stops on certain Android devices when enabling and disabling the Video multiple times
5.1.4 to 5.1.5
5.1.4 to 5.1.5
5.0.0 to 5.1.0
6.0.5 to 6.0.6
1.15.0 to 1.15.1
1.13.0 to 1.14.0
1.1.0 to 1.3.1
Improved performance of instantiation of GameObjects from Tiles.
Improved Android symbols documentation, explain better what happens when both executable library has debug sections and a custom symbol file is present.
Improved timing accuracy of AudioRandomContainer.
AudioImprovement
Improved performance of RectTransform.GetWorldCorners by removing an unneeded call to the Transform property.
Fixed Rendergraph 2D builders.
Added an error to explain why AnimatorController states stop working when they reach a normalized time which is too large (100,000+loops).
Ensure that the activeBuildTarget is correctly set before build callbacks are initialized.
Fixed native memory of first loaded AudioClip being reported incorrectly in profiler.
Fixed PlayDelayed/PlayScheduled not working correctly with AudioRandomContainer.
Fixed and improved DRED functionality.
Crash on RenderTarget::SetActive when opening the project.
Documentation update to PostProcessSceneAttribute.
EditorFix
Ensure preference to accept to modify the Diagnostics page stays valid for the life of the SettingsWindow.
Fixed an issue where the Editor would crash if you called AssetBundle.UnloadAsync(...) and then immediately called AssetBundle.LoadFromFileAsync(...) that pointed to the same bundle you were in the process of unloading.
Fixed Awaitables that use main thread affinity logic for continuations so they are not hanging when paused in play mode.
Fixed error message and refresh missing when going into playmode if no domain reload.
Fixed previous splash screen background/logo from being cleared.
Fixed VFX not repainted when changing some asset properties.
Fixed warning about inability to create a file containing "~UnityDirMonSyncFile~" in the filename located in a modules file.
Fixed GetIcons API for Standalone platforms.
Mac: Fix issue that when loading a multi-monitor window layout on Mac then all Unity windows would be clamped to the same screen where the mouse is, instead of keeping their positions on the various monitors.
Vulkan Multidisplay Crash.
Added GSC warmup fallback to legacy SVC warmup on platforms that do not support parallel PSO compilation.
Added missing initialization in EvaluateAdaptiveProbeVolume.
Fixed crash after disconnecting an external display on Android.
Fixed issue that may cause redundant clear-only renderpass when using Vulkan.
Fixed Vulkan performance decrease from redundant clear-only renderpass.
Speculative fix for potential race conditions in CalculateSkinningMatrices by ensuring direct job completion for improved safety.
URP: Fixed an issue where specific configurations would cause _ProjectionParams.x to become incorrectly negated for some cameras.
Added missing support for normalised or raw scroll wheel values for macOS (OSX).
Fixed Linux runtime window unexpectedly resizes to monitor dimensions when calling "Screen.SetResolution" function with hardcoded resolution matching current display's width or height.
Vulkan Multidisplay Crash.
Create an universal .dSYM in build folder when building Intel+Silicon build.
Fixed "enable Multiplayer Roles" option being reset to false every time the project is open.
Fixed crash in trail geometry job.
Fixed issue where m_Modifications block serializes incorrectly when replacing source prefabs.
Vulkan Multidisplay Crash.
Fixed DebugDrawMode toggle throwing exception in the console.
Fixed ObjectPool clear timing in no domain reload environment.
Changed the default operator for the filter "dir" from "equals" to "contains".
Disabled culling of empty Rects in the Editor to avoid false positives in the Scene View.
Fixed all UnityEvent listeners that are inherited class members are unassigned.
Fixed an issue where a null value of type object would not be convertible to any other type.
Fixed the IndexOutOfRangeException when redoing elements that came after the styled visual element in the UI Builder.
Prevent the ScrollView from scrolling when the scrollbar is visible and the content does not overflow.
The UI Builder now allows for wider selection of elements in the canvas.
Fixed crash when using WebCamTexture in visionOS builds.
VisionOSFix
Fixed type in platform define check.
Fixed an issue where resizing the WebGL canvas would cause flickering.
Added a warning to the Tilemap Inspector when the Tilemap is not attached to an enabled Grid.
Disabled the instantiation of GameObjects from Tiles when the Tilemap is not attached to an enabled Grid to prevent performance issues from these GameObjects.
Reduced recursive limit from 11 to 6 for instantiation of GameObjects from Tiles.
2DChange
The shader variant limit option in Shader Graph Project Settings now requires an opt-in override toggle.