[Intel] Crash on BufferD3D12::BeginWrite when opening a newly created URP project with DirectX12 set as the default graphics API
6000.0.60f1
LTS · Released Oct 16, 2025 · Changeset 61dfb374e36f · 134 release notes
[macOS][iOS][IL2CPP] Crash when using the nullable enum as a parameter and passing a default value into it.
Crash on WorkerLicense::HasEntitlement when starting the Editor
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
Crash on tlsf_free when selecting a cube in the "Getting Started With Unity" template
Added: Added iPhone 17 device generation enums and screen cutouts.
iOSAPI change
[GameActivity] APK built with Development Build enabled gets flagged as having Malware
Increased Memory usage when Update Mode 'On Demand' Realtime lights are used and DX12 API is selected
Memory usage rises when switching scenes with GRD
Licensing Client fails to launch when opening Unity Hub
Licensing Client fails to launch when opening Unity Hub (licensing client path is not found)
Time.deltaTime is switching between 9.998583E-06 and approximately 0.01 seconds
Animator is still spamming too much when states stay active too long.
InspectorElement and AnimationMode memory leak when selecting different GameObjects in the Hierarchy with the Inspector tab open
Editor Freezes when instantiating TMP text formatted with rich text tags in non Latin languages
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".
AndroidUUM-103205fixed 6000.2.8f1
2.5.1 to 2.6.2
1.3.8 to 1.4.2
1.8.0 to 1.9.0
1.3.2 to 1.4.2
1.3.2 to 1.4.2
com.havok.physicsPackage
1.3.2 to 1.4.15
2.7.3 to 2.7.4
1.5.5 to 1.5.8
1.4.5 to 1.4.6
1.11.4 to 1.11.5
4.1.1 to 4.2.2
2.4.2 to 2.4.3
5.3.0 to 5.3.1
2.5.3 to 2.6.0
2.3.1 to 2.4.2
2.3.1 to 2.4.2
2.3.1 to 2.4.2
2.3.1 to 2.4.2
2.3.1 to 2.4.2
1.5.1 to 1.7.0
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.
Fixed Light2d issue on PowerVR.
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 freeze of when an external monitor is disconnected from an Android device.
Fixed rendering issues after an external monitor is reconnected to an Android device.
Updated build-tools and platform-tools to 36.0.0.
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.
Updated the AnimationWindow with the standard playhead icon.
Fixed crash due to missing handling of null 'name' argument in AudioMixer.GetFloat.
\[Android\] 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.
Fixed a memory leak when using ray tracing effects.
Fixed crash in the editor caused by a copy operation inside a render pass.
Builtin resources should not be pinged.
Corrected calculates the maximum width of the "Analyze Import Process" button in the "Import Activity" window, the first time that the window is shown.
Disabled GPUResidentDrawer on VisionOS platform and issue a log for it.
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 Bind Texture script link in Water sample Cave scene.
Fixed issue where About box is the wrong size unless you press the Alt key.
Fixed issue where an incorrect error message was displayed when attempting to load an overlay preset that did not match target window type.
Fixed occasional validation warning in editor about "texture not bound" in preview.
Fixed unwrap crashing, when using bad "min object scale".
Fixed Unwrapping.GenerateSecondaryUVSet when used with Mesh have baseVertex tweaked.
Fixed water system debug mode for tesselation on metal.
HDRP random crash fix when changing quality settings.
Linux Editor alert dialogs will now appear above popup windows that open them.
Removed the styling causing the misalignment with foldout headers in the prefab override comparison window.
Removed unity forums from the about menu.
Report Editor architecture information.
EditorFix
Fixed a bug where some column labels were incorrect in the Light explorer when using URP.
Re-import cubemaps with specular convolution instead of re-baking reflection probes when switching platforms.
Removed GPUResidentDrawerResources.asset which has been obsolete since 2023.3.0a14.
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 a bug where an error was logged when using HDRP path tracer with PBR sky.
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.
Fixed extra repaint call on CADisplayLink.
Fixed occasional crashes when using GPU batched skinning.
Fixed occasional hang when rotating device and using AR.
Fixed the System.String.Replace throwing NotImplementedException.
Protect calls to fork with a gc_lock on all MacOS variations.
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 focus and navigation issues in Search's QueryBuilder.
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 an issue where custom interpolator project settings were not clamping correctly.
Fixed duplicate material creation in canvas samples.
Improved the appearance of subgraph node display names in various areas.
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.
Display Volume Profile context menu actions as disabled if the profile is empty.
Fixed IndexOutOfRangeException when using a buffer more times than a texture.
Fixed Rendering Debugger not displaying volumes using the instantiated profile reference.
Fixed Volume Profile changes not getting saved after the Paste Settings context menu action.
Added early out with invalid padding.
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.
Fixed layout groups not updating when an empty RectTransform child changes size.
RawImage no longer crashes when attempting to utilize its assigned Texture when the value is an object reference of an invalid type.
Added missing converter between a RenderTexture and a StyleBackground.
Added UI Document and StyleSheet file types in create menu entries.
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.
Fixed instable test PanelSettingsIsSelectedByDefault.
Fixed issues with reading of the single line height USS variable in the ScrollView.
Skipping fragment shading when opacity is 0.
Prevent adding more modifications while generating of undo actions.
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 screen space shadows artifacts when using Vulkan on some Android devices.
Fixed AssetImportWorkers crash on compiling ASMDEF while collab-proxy package is upgrading.
Fixed issue in UnityYAMLMerge not able to read files under multibyte character paths.
Updated PerforcePlugin to use ARM64 arch for ARM64 MacEditor - P4 API 2023.1 or higher.
Fixed an exception that could happen when double clicking on a separator in the node search.
Fixed Parallax Occlusion Mapping usage in SG.
Forbid dragging a subgraph block onto the graph directly, only allow on compatible contexts.
Handling correctly ShaderGraph where only one SRP support VFX but not the current one.
Fixed build issue with visionOS Player for source customers.
Fixed WebGL configuration Equals/GetHashCode mismatch for IsWasm2023 property.