Crash on "core::base_hash_set" when using nested [SerializeReference] fields in List<T> structures
6000.0.73f1
LTS · Released Apr 15, 2026 · Changeset a166abc3bf0e · 40 release notes
Crash on CheckDeviceStatus when selecting GameObjects in the scene view while using DX12
Crash on ConstraintProjectionTree::projectionTreeBuildStep when ConfigurableJoint uses JointProjectionMode.PositionAndRotation and connected Rigidbody switches from kinematic to non-kinematic
Changed: Expose JobHandle.GetHashCode and Equals and ==/\!= operators when ENABLE_UNITY_COLLECTIONS_CHECKS is not defined.
EditorAPI change
ShaderVariantCollection.variantCount and ShaderVariantCollection.shaderCount returns 0 in Builds
[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 in VisualElement when recompiling in a blank URP project
1.8.28 to 1.8.29
5.1.5 to 5.1.6
3.6.0 to 3.6.1
3.3.0 to 3.4.0
1.8.10 to 1.8.12
Fixed an issue where having a long Palette or Brush name could hide other UI elements in the Tile Palette.
Fixed an issue where the Palette and Brush dropdown changed in size when switching to other Palettes or Brushes with names of different lengths.
Fixed an issue with sprite flicker and draw call fluctuation when Sprite Skins are culled.
Fixed issue where the Tile Palette window is extremely zoomed in after collapsing the Tile Palette view using the separator and expanding the window by using the Brush view button.
Truncated long Target, Palette, and Brush names for Target, Palette, and Brush dropdowns.
2DFix
Fixed crash drawing debug visualisation for an agent with small radius and a far away destination.
Reduced critical crashes when minimizing (via Alt-Tab) "Exclusive Fullscreen" window in Player by pausing rendering. Other modes and graphics APIs are not affected. For better stability consider using "FullScreenWindow" (borderless) mode (https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/).
Clamped memory settings for Publishing Settings/WebAssembly Language Features so they cannot be less than 0.
Fixed an issue where upgrading old meta files for Win64 plugins disabled the plugin.
Recreate buildprofilecontext.asset if it cannot be loaded to ensure proper operation of the build profile window.
Specific ScriptableObject asset names no longer cause warnings when opening the Build Profiles window.
Added SystemInfo.SupportsTypedUAVShaderLoadStoreOnGraphicsFormat() for checking format support on given hardware when doing shader typed load/store on UAVs. Applicable to DX11 and DX12.
Fixed a crash when using GPU skinning on Adreno devices.
Fixed crash when using shaders with unused vertex attributes on some Adreno Vulkan drivers.
Fixed crashes on Android that occurred when the command pool ran out of memory.
Fixed GrabPass does not correctly set the rect size when set up with a camera.SetTargetBuffers() instead of a render texture in DirectX11.
Fixed graphical corruption when using dynamic resolution with STP upscaling when using the Metal graphics API.
Fixed incorrect UVs on some Adreno 7xx driver versions when using Vulkan.
Corrected C++ warnings in libil2cpp code
Fixed NaN values that could be introduced in some cases where a Rigidbody would have acceleration applied via ForceMode.Acceleration, while having it's rotation constrained. The issue would most often occur in conjunction with manually calling Physics.Simulate.
Fixed an occasional crash when saving shaders.
Added hideSoftkeyboard option to UITK and option to have both physical and touch screen keyboard active at the same time.
Fixed issue with language toggling on a physical keyboard would not work correctly.
Disabled UITK GPU performance testing on Microsoft Basic Renderer.
Fixed border color transitions not working when starting color is transparent.
Fixed an issue when building and running Meta Quest applications with texture compression targeting enabled.