6000.0.61f1: Crash on tlsf_free when generating Font Atlas with SDF16 or SDF32
Known IssuesKnown issueBlockerUUM-141061open 6000.3.15f1
6000.0.6f1: [RenderGraph][D3D12] Crash on D3D12SwapChain::Present when using AddComputePass with EnableAsyncCompute(true) and UseTexture
Known IssuesKnown issueBlockerUUM-140183open 6000.3.15f1
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
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
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.
Fixed a crash that would occur when using URP with the Depth/Stencil buffer disabled in Player Settings on Android.
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.
Sign IL2CPP related files to prevent potential issues from antivirus software flagging unsigned binaries as suspicious.
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 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.
GraphicsFixAndroidiOSmacOSUUM-100367fixed 6000.5.0a7
Fixed ReadPixels when using OpenGL for readbacks into destination texture that is wider than the readback rect.
GraphicsFixAndroidUUM-121817fixed 6000.6.0a2
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.
GraphicsFixAndroidUUM-135708fixed 6000.4.1f1
Fixed null limit.xy values in _ColorPyramidUvScaleAndLimitCurrentFrame after color pyramid for distortion.
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.
Package ManagerFixUUM-131286fixed 6000.4.5f1
Fixed a bug that could crash the editor when using PlayModeWindow.SetViewType during playmode.
Scene/Game ViewFixUUM-139011fixed 6000.4.5f1
Added main-thread guard in ScriptingCoverage::FilterRecordedMethods for thread safety during script reload.
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.
Compressed In Memory setting defaults to Decompress On Load on Chromium-Based Web Browsers to avoid Memory Leaks.

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