[Intel] Crash on BufferD3D12::BeginWrite when opening a newly created URP project with DirectX12 set as the default graphics API
DirectX12Known issueBlockerUUM-104889open 6000.0.66f2
[macOS][iOS][IL2CPP] Crash when using the nullable enum as a parameter and passing a default value into it.
IL2CPPKnown issueBlockeriOSmacOSUUM-116854fixed 6000.3.0b5
Crash on mono_dump_native_crash_info in a project with a Render Pipeline, which uses a 2D renderer when changing the Shader of a material to Standard Unlit
MetalKnown issueBlockerUUM-121727fixed 6000.3.0b8
Crash on tlsf_free when selecting a cube in the "Getting Started With Unity" template
Shader SystemKnown issueBlockerUUM-107673fixed 6000.4.0a2
Added: Added iPhone 17 device generation enums and screen cutouts.
iOSAPI change
[GameActivity] APK built with Development Build enabled gets flagged as having Malware
AndroidKnown issueCautionUUM-116588fixed 6000.2.8f1
Increased Memory usage when Update Mode 'On Demand' Realtime lights are used and DX12 API is selected
DirectX12Known issueCautionUUM-90065fixed 6000.1.0f1
Licensing Client fails to launch when opening Unity Hub (licensing client path is not found)
HubKnown issueCautionUUM-103996open 6000.3.0b7
Animator is still spamming too much when states stay active too long.
Mecanim AnimationKnown issueCautionUUM-121440fixed 6000.2.9f1
InspectorElement and AnimationMode memory leak when selecting different GameObjects in the Hierarchy with the Inspector tab open
Mecanim AnimationKnown issueCautionUUM-121239fixed 6000.2.9f1
Editor Freezes when instantiating TMP text formatted with rich text tags in non Latin languages
Text (TextMeshPro)Known issueCautionUUM-122214open 6000.0.60f1
Fixed "The text is cut off and doesn't fit for the "Enable Armv9 Security Features for Arm64" property". Changed "Enable Armv9 Security Features for Arm64 builds" to "Armv9 Security Features for Arm64".
1.3.2 to 1.4.2
com.havok.physicsPackage
Added an option to Player Settings allowing to disable the automatic creation of a Presentation for rendering camera targeting Display 2 if a presentation display is detected.
AndroidImprovement
Added more details on the GPU occlusion culling algorithm.
DocumentationImprovement
Improved icon quality of the Edit Collider tool.
Scene/Game ViewImprovementUUM-115187
Fixed some mesh colliders with unusual positions and orientations not being collected during a NavMesh build when using the default bounds.
Navigation queries, including path calculations, now correctly identify valid locations on rugged sections of the NavMesh.
Navigation queries, including path calculations, now correctly identify valid locations on rugged sections of the NavMesh.
Fixed an issue where the RuntimeAnimatorController type would not have an icon displayed when it was shown in search fields.
Fixed an issue where the view would be erratically jumping when dragging the AnimatorControllerView while Auto Live Link was active.
Fixed error being spammed when state has played for too long, error is now logged only once.
Fixed right-click menu item "Make Transition" not doing anything if focus is not on the Animator Window.
\[Android\] Fixed an issue when audio ducking would occur after re-focusing the Unity application while recording with audio.
\[Android\] Fixed an issue when audio would completely disappear after re-focusing the Unity application while recording without audio.
AudioFixAndroid
Fixed a crash that could occur when scheduling jobs in a constructor due incorrect Burst shared statics.
Corrected calculates the maximum width of the "Analyze Import Process" button in the "Import Activity" window, the first time that the window is shown.
Fixed Acceleration Structure Build Flags checkbox not working in Renderer inspector when lightmap preview foldout is open.
Fixed artifacts when using a Google Pixel device under Android 14-15, the Video Player, and when changing the resolution dynamically.
Fixed issue where an incorrect error message was displayed when attempting to load an overlay preset that did not match target window type.
Removed the styling causing the misalignment with foldout headers in the prefab override comparison window.
Report Editor architecture information.
EditorFix
Re-import cubemaps with specular convolution instead of re-baking reflection probes when switching platforms.
This PR fixes a missing shader binding when PrecomputedAtmosphericAttenuation is set to zero in ShaderConfig.cs and ShaderConfig.cs.hlsl This error was causing graphical issues such as broken ocean lighting, on top of error messages.
When UpdateExternalTexture is called it will Unregister the previous texture to free the memory.
Fixed the bug where HDRP water rendered always on top of high-quality-line-hair. Now you can use the LineRendering.CompositionMode = BeforeColorPyramidAfterClouds in the volume profile to fix this.
Fixed crash when extracting parameter info from a method with a nullable enum parameter with a default value.
Fixed issue where logs are sometimes scrambled in Android's logcat when using Console.WriteLine.
Particles are now filling UNITY_MATRIX_PREV_M with identity to be consistent with world matrix.
Added to the scripting documentation for all physics queries that return multiple results a note of "NOTE: All results are sorted into ascending distance order i.e. the first result is the closest.".
Ensure that "Rigidbody2D.Slide" correctly ignores colliders specified with "Physics2D.IgnoreCollision".
Rigidbody2D.Slide should always move to the point of contact independent of the current slide angle threshold.
The Player no longer becomes unresponsive after resolution switch in Exclusive Fullscreen mode when using the DX12 Graphics API.
The Player now restores correctly when using Alt+Tab in the Exclusive Fullscreen mode when using the DX12 Graphics API.
Fixed FrameDataView.GetFrameMetaData api return data after FrameDataView.GetSampleMetaData api call.
Fixed an issue where mixed values might not appear correctly in the inspector after using Undo.
Fixed an issue when deleting an open shader graph but canceling closure would result in a null reference when attempting to reclose it.
Fixed a rare assertion about keyword space mismatch happening when calling Material.IsKeywordEnabled.
Fixed issue where user-defined constant buffer names containing substring "Globals" would fail in glslang-dependent compilation.
Fixed incorrect handling of ligatures that contains variant selectors in their input sequences.
Fixed potential NRE when Multi Atlas Texture is used and text geometry exceeds 65535 vertices.
RawImage no longer crashes when attempting to utilize its assigned Texture when the value is an object reference of an invalid type.
Fixed an issue where C\# keywords could not be used as identifiers when code-generating the property bags.
Fixed an issue where nullable references could break compilation if they appeared before the type definition.
Fixed ImmediateModeElement not clipping and drawing with an invalid offset in the Game View.
Added a missing shader include in Shadows.hlsl, so that the function LerpWhiteTo() is included correctly.
Fixed bloom and screen space lens flare on tiny resolutions by fixing use of incorrect bloom mip pyramid texture.
Fixed an issue where RenderingLayersTexture was not correctly registered in the ScreenSpaceDecal pass, resulting in missing or incorrect entries in the Render Graph Viewer.
Fixed AssetImportWorkers crash on compiling ASMDEF while collab-proxy package is upgrading.
Version ControlFixUUM-107732fixed 6000.2.8f1
Updated PerforcePlugin to use ARM64 arch for ARM64 MacEditor - P4 API 2023.1 or higher.
Version ControlFixUUM-43482fixed 6000.2.8f1
Fixed an exception that could happen when double clicking on a separator in the node search.
Forbid dragging a subgraph block onto the graph directly, only allow on compatible contexts.

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