6000.0.61f1: Crash on tlsf_free when generating Font Atlas with SDF16 or SDF32
6000.0.74f1
LTS · Released Apr 29, 2026 · Changeset 7685f01dc6be · 54 release notes
6000.0.6f1: [RenderGraph][D3D12] Crash on D3D12SwapChain::Present when using AddComputePass with EnableAsyncCompute(true) and UseTexture
Crash on "core::base_hash_set" when using nested [SerializeReference] fields in List<T> structures
Crash on CheckDeviceStatus when selecting GameObjects in the scene view while using DX12
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
Added a preventive measure to the JPEG decoder used by the "ImageConversion" class to prevent denial-of-service through the exploitation of the LJT-01-003 vulnerability. Unity will now automatically abort the decoding of JPEG files after decoding 1000 progressive scans.
GraphicsUUM-129186fixed 6000.6.0a3
Prevented a crash on TrailModule::Update with nested sub-emitters.
ParticlesUUM-131142fixed 6000.0.74f1
1.0.0 to 1.1.0
6.0.6 to 6.0.7
6.0.6 to 6.0.7
6.0.6 to 6.0.7
2.5.3 to 2.6.0
1.3.5 to 1.3.6
1.5.1 to 1.6.0
1.5.1 to 1.6.0
1.2.1 to 1.3.0
2.5.0 to 2.6.1
Added support for using Unity Recorder with the 2D renderer.
Fixed a crash that would occur when using URP with the Depth/Stencil buffer disabled in Player Settings on Android.
Fixed an issue with artifacts on Pixel 10 with shaders that use discard or clip.
Fixed Memory Leaks when using Compressed In Memory setting on Non-Chromium Web Browsers.
Fixed an infinite frame-skipping loop that occurred when playing back a video file while the game's frame rate was much lower than the video's frame rate.
Fixed an issue where Domain Reload still occurred with Domain Reload on Enter Play Mode disabled if the upgrade of EditorSettings.asset failed, or was reverted/modified manually.
Fixed an issue where Domain Reload still occurred with Domain Reload on Enter Play Mode disabled if the upgrade of EditorSettings.asset failed, or was reverted/modified manually.
Fixed an out of range exception when using Underline with TextCore.
Setup package entitlements earlier for Vulkan Editors, to support all Native plugin use cases.
Sign IL2CPP related files to prevent potential issues from antivirus software flagging unsigned binaries as suspicious.
Workaround crash when using stencil-only format on Mali GPUs with OpenGL ES.
Fixed a bug where shadowmask or subtractive shader variants were erroneously stripped when no single scene contained both shadowcasting mixed lights and baked lightmaps or light probes.
Fixed a crash that would occur in Vulkan swapchain when it would acquire next image.
Fixed an incorrect thread-safety error check in the Vulkan Editor.
Fixed an issue where MSAA CameraDepthTexture resizing was inconsistent when using the ScalableBufferManager in DX12, Metal, and legacy Vulkan device and Fixed an issue where an implicit truncation of vector type shader warning was thrown when building standalone or Android player.
Fixed compute skinning artifacts or crashes when using Vulkan.
Fixed instancing on Pixel 10 when using Vulkan.
Fixed missing alpha channel when using DXT1 texture with 1bit alpha with OpenGL.
Fixed ReadPixels when using OpenGL for readbacks into destination texture that is wider than the readback rect.
Removed repeating log messages in release builds about GraphicsStateCollection.Warmup falling back to legacy shader variant loading when using unsupported graphics APIs.
Used glClear instead of clear quad when possible to avoid artifacts on some older Android devices.
Fixed DLSS & FSR2 black screen after adding a custom render pass.
Fixed null limit.xy values in _ColorPyramidUvScaleAndLimitCurrentFrame after color pyramid for distortion.
Added ScrollView support to RagdollWindow on resize.
Fixed an issue where changing the Packages Cache Location would cause "TLS Allocator ALLOC_TEMP_MAIN has unfreed allocations" errors to appear repeatedly in the Editor log.
Prevented a crash when using nested sub-emitters with the Birth spawn condition.
Fixed a bug that could crash the editor when using PlayModeWindow.SetViewType during playmode.
Added main-thread guard in ScriptingCoverage::FilterRecordedMethods for thread safety during script reload.
Fixed URP DepthBlit sample by preventing manual depth resolve when not necessary.
Fixed a rendering error that occurred when using Terrain detail meshes with WebGPU and WebGL.
Fixed an issue where R16UNorm, R16SNorm, RG16UNorm, RG16SNorm, RGBA16UNorm, and RGBA16SNorm were incorrectly declared as filterable.
Fixed WebGL console warnings when switching fullscreen state.
Compressed In Memory setting defaults to Decompress On Load on Chromium-Based Web Browsers to avoid Memory Leaks.