Crash on "core::base_hash_set" when using nested [SerializeReference] fields in List<T> structures
Known IssuesKnown issueBlockerUUM-139722open 6000.5.0b6
Crash on CheckDeviceStatus when selecting GameObjects in the scene view while using DX12
Known IssuesKnown issueBlockerUUM-138597fixed 6000.3.14f1
Crash on ConstraintProjectionTree::projectionTreeBuildStep when ConfigurableJoint uses JointProjectionMode.PositionAndRotation and connected Rigidbody switches from kinematic to non-kinematic
Known IssuesKnown issueBlockerUUM-135394open 6000.5.0b4
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
6000.5.0a4,6000.0.66f1,6000.3.4f1,6000.4.0b4Known issueCautionUUM-137398regressed 6000.3.15f1
Editor memory leak in VisualElement when recompiling in a blank URP project
Known IssuesKnown issueCautionUUM-138000fixed 6000.5.0b7
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 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
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.
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 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 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.
Added hideSoftkeyboard option to UITK and option to have both physical and touch screen keyboard active at the same time.
Fixed an issue when building and running Meta Quest applications with texture compression targeting enabled.

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