[Intel] Crash on BufferD3D12::BeginWrite when opening a newly created URP project with DirectX12 set as the default graphics API
6000.0.58f1
LTS · Released Sep 17, 2025 · Changeset 44b8bf3a3225 · 92 release notes
[macOS][iOS][IL2CPP] Crash when using the nullable enum as a parameter and passing a default value into it.
Crash on DynamicHeapAllocator::CreateTLSFBlock when opening a specific project
Tags window completely breaks and throws Exception errors when Adding a Tag to a GameObject
[Android][PowerVR] 2D Lights are constantly duplicating and increasing in intensity in the Player
NavMeshSurface ignores convex Mesh Colliders when using Physics Colliders
[GameActivity] APK built with Development Build enabled gets flagged as having Malware
Audio Low Pass Filter isn't working when enabled after entering Play Mode or in Player via Script
Increased Memory usage when Update Mode 'On Demand' Realtime lights are used and DX12 API is selected
[Android][GLES] The 2DLight is disproportionately bright on some Android devices when OpenGLES3 is used
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
[iOS] Metal API validation error thrown when MSAAx2 and Depth&Color Texture are enabled
The Player renders black on a Quest headset when MSAA, Post Processing, and Spacewarm depth submission are enabled
Artifacts appear in the Player when using Screen Space shadows with orthographic camera
Targets now built with the following security compilation flags: -fstack-protector-all -z now.
EmbeddedLinux
Targets now built with the following security compilation flags: -fstack-protector-all -z now.
QNX
5.1.5 to 5.1.6
5.1.5 to 5.1.6
2.9.2 to 2.9.3
3.0.36 to 3.0.37
6.0.6 to 6.0.7
16.6.2 to 16.7.0
2.5.2 to 2.5.3
5.1.1 to 5.1.4
1.6.0 to 1.6.1
1.6.0 to 1.6.1
1.1.7 to 1.1.8
2.0.8 to 2.0.9
Fixed case where crash on BlockMask::FillSpriteData when building the Android Player.
Fixed issue where RigidBody2Ds could affect shadow caster size when using a Collider2D as a casting source.
Fixed issue where the background color of the Tile Palette is different depending on whether a RenderPipeline asset is used or not.
Fixed Light Batching Debugger UI constantly refreshing.
Fixed unnecessary shadow texture usage for 2D Renderer.
Fixed and improve warning messaging on ExternalTools window when not recommended tools are used.
Fixed crash of AndroidJNITests.TestProcess.
Fixed an issue when clicking the Play button immediately after selecting a clip in Animation Window.The Space shortcut will now play the clip as expected rather than open the clip selection dropdown.
Fixed an issue with animated UITK Property Fields in component inspectors failing to tint correctly when entering and exiting the animation preview mode from the Animation window.
Fixed AssetDatabase.ForceReserializeAssets will not try re-serializing assets that were recently deleted.
Added extra null checks in BufferD3D12.h.
Fixed native RenderPass validation errors in editor/player.
Check duplication for both customer and built-in tags in TagManager.
Fixed BRG/GRD Validation layer warning on Metal.
Fixed editor crash when rotating in device simulator.
Fixed imgui clip offset in InputFields.
Fixed incorrect margins in state machine inspector.
Fixed issue on macOS with progress such as script reloading taking focus from other applications when the editor was in the background.
Fixed issue when entering play mode can cause a crash on macOS when under heavy load.
Fixed slow impostor baking when Split Jobs threading mode is used.
Fixed the display of non-whole sizes in the UI toolkit debugger's box model.
Fixed the ReoderableList so it sets the GUI.changed value when accepting a drag/drop onto its header in the Editor.
Fixed USS variable token parsing.
Prevent Accelerator client code hanging on cancelled uploads.
\[MacOS\] Fix BeginLayoutGroup error on Enter key holding if tag exists.
Fixed a bug where projects using Adaptive Probe Volumes would have high memory usage in Editor, especially when the project contains many scenes that use Adaptive Probe Volumes.
Fixed a CPU crash happening when logging a DRED report generated after GPU crash when using -force-d3d12-debug argument.
Fixed Cubemap mipmaps display differently between Editor and Player when using custom mipmaps.
Fixed incorrect sorting order with combined Text Mesh Pro and MeshRenderer objects when using GPU Resident Drawer. Objects like these now bypass GPU Resident Drawer.
Fixed MeshFilter excessively logging SendMessage warnings when used in Prefab.
Increased the maximum amount of UAVs that can be bound to RayTracingShaders from 8 to 64.
Added Pointer events to handle edge connection and manipulation. Enables touch input to be properly addressed.
Fixed artifacts being visible as random bright tiles in HDRP deferred lighting after disabling path tracing.
Do not reset input if requested orientation change is the same as previous (no actual change).
Fixed Adaptive Resolution interop with MSAA depth.
Fixed Canvas not being rendered when app goes to background.
Improved performance of job system batch kicks when the batch has only one job.
Added a warning dialog to alert users that all files will be deleted when building Apple platforms using the Replace option. Added restricted directories when building Apple platforms.
Fixed GPU occlusion culling interop with MSAA rt.
Fixed mouse delta spike when cursor is set to the center of the screen.
Fixed a crash inside Physics.IgnoreCollision where a user would pass a prefab asset (not a prefab asset instance) to the API thus internally ending with Transform components that don't belong to a UnityScene. An error message will now be issued when this usage is executed.
Fixed a bug where an Overlay could have an empty title and be shown as an empty button in the overlay menu toolbar.
Fixed a bug where the Overlay Menu would not be usable when the window does not have active overlays.
Fixed CPU side performance regression when shader has dynamic branch keywords.
Fixed an Issue where the MaterialUpgrader in URP wouldnt enable Alpha Clipping on Materials that started out using Render Mode Cutout.
Fixed caching issue with fallback.
Prevent users from calling Destroy or DestroyImmediate on the default uGUIMaterial to prevent a crash.
Modifying text white-space correctly gets reflected in UI Builder.
Fixed an exception when restoring the UI Debugger context.
Improved search result message in UI Toolkit Layout Debugger.
Fixed the issue where Mismatch fragment errors are thrown when STP is enabled and Render Object Pass set to AfterRenderingPostProcessing.
Fixed the error that was thrown when the "Configure Unity Version Control" button is pressed in the Build Automation settings in Build Profiles.
Fixed crash on older GPUs that don't support ID3D11Fence.
Fixed recording is not created when path containing Japanese characters.
VideoPlayer freezes for a short duration after 1 second when streaming on WebGL from StreamingAssets.
A few audio app lifecycle issues were fixed on visionOS. Previously, when moving the Unity app through the various lifecycle states (i.e. foreground, background), audio could stop playing in error.
Fixed "ArgumentOutOfRange" exception when UI Toolkit was used in Web builds with "Native C/C++ Multithreading" enabled.
Fixed code optimization options "Runtime Speed" and "Disk Size": disable Link Time Optimization(LTO). This allows to workaround "Runtime Error: unreachable" bug with certain projects.
Fixed crash happening when transform position carries NaN values.
Configured Xcode project to use gnu++17 and gnu17 language versions for C++ and C.
iOSChange
PhysicsDebugger window has a minimum width/height.
Configured Xcode project to use gnu++17 and gnu17 language versions for C++ and C.
VisionOSChange