Crash on RaiseException when creating a multiplayer room while toggling UI
6000.0.68f1
LTS · Released Feb 18, 2026 · Changeset e1e9baaf294b · 54 release notes
[Windows] Crash on AudioManager::InitFMOD when performing various actions in the Editor
Crash on UNITY_FT_Load_Glyph when generating multi-threaded Font Atlas in TMPro Font Asset Creator
Player crash when switching focus in Exclusive Fullscreen mode with DirectX 12
The Terrain tools follow the previous Terrain curvature when it was already undone
[URP] All materials render black when building via batchmode or without rendering Scene/Game view in Editor if Decal renderer Technique is set to "Automatic"
[iOS] Text Input field stops receiving changes when the "Cancel" button is used on the soft keyboard
6000.5.0a5: DX12 Player brightness changes when changing Display resolution with Screen.SetResolution()
[iOS] [Android] External library generics fail during IL2CPP build
Game freezes after command buffer Timeout error
macOS stutters in a minimal project in the Editor in Play Mode
Editor memory leak when entering and exiting Play Mode in a blank URP project
Fixed Sprite Editor Window info box is obstructed by module's UI.
2.8.0 to 2.8.1
1.8.27 to 1.8.28
2.4.2 to 2.4.4
2.0.26 to 2.0.27
2.4.2 to 2.4.3
2.5.1 to 2.5.2
5.1.1 to 5.1.3
com.autodesk.fbxPackage
1.1.9 to 1.1.11
2.2.7 to 2.2.8
1.3.1 to 1.3.5
2.4.1 to 2.5.0
Improved appearance of channel dropdown on UV node when node is collapsed.
Removed extra spaces in Android library documentation.
Fixed the broken documentation link in the AnimationWindowEvent inspector.
Fixed an issue where AssetBundleUnloadOperation allocations persist longer than expected and are not cleared until the next GC.collect().
Fixed crash in Bug Reporter when exporting offline report into a Unity project directory.
Fixed deadlock when maxQueuedFrames is 1 in the Editor when using D3D12.
Added default Profiler modules list to Profiler modules introduction.
EditorFix
Fixed a NullRefException that could be thrown by the inspector when the GameObject inspector would be disabled.
Fixed inconsistent ID values between Signing Team ID and iOS/tvOS Profile ID in External Tools.
Publishing Settings 'Build' section for Android is now only editable via global Android settings.
RefreshSettings when setting AssetPipeline settings in ProjectSettings.
When reconnecting a plain GameObject to a prefab, keep any child instances.
Windows: Updating gameloop when the user right-clicks on the window title bar on a Run In Background application.
Fixed rare deadlock scenario in AsyncResourceUploadBlocking() occasionally happening when loading resources (typically Textures) from AssetBundles.
Fixed unity view resizing in UaaL setup breaking rendering or crashing.
Keyboard UI adjusted to better fit with liquid glass.
Updated TransformAccess syncs for all transform options.
Fixed a Windows issue where the Unity Package Manager could crash on startup when Unity was launched from a command prompt with an empty console title. (PAK-8605)
Package ManagerFixWindows
Fixed a crash when authoring Cloth components with scene reloading disabled. Entering Playmode right after authoring would still keep the Cloth instance in a "authoring only" state which means the underlying simulation object wasn't being created.
Added issue where capitalization in the swizzle node mask would sometimes result in improper results.
Nodes are now properly selected after copy-paste or duplication.
Fixed a null reference exception being thrown when a UI Document performed a live reload and had a missing script attached.
NullReferenceException thrown when docking builder after deleting element.
Fixed an issue where branching on curve and gradient caused some unseless rebaking and upload to GPU.
Fixed simulated mouse position by touch events in legacy input system(Input.mousePosition).
WebGPU: automatically handle textures that are bound to a shader for both read and write.
WebGPU: fix pipeline errors using RWTexture2D textures in shaders and simplify the use of unorm RWTextures.
WebGPU: resolve console CreateRenderPipeline errors with ShaderVariantCollection warmup.
Changed the Prismatic Articulation Joint type with targetVelocity set (a velocity motored prismatic articulation joint) so now setting the Target Velocity to a positive value results in a positive linear velocity during simulation. Similarly, setting the Target Velocity to a negative value will result in a negative linear velocity.
Texture importing now strictly adheres to the supported formats in https://docs.unity3d.com/Documentation/Manual/ImportingTextures.html. Circumventing this by changing an image file's extension will no longer work. If a image file format is necessary, please file a feature request so we can look into properly supporting it.
GraphicsChange