Crash on "TransferPixelDataForMaskTemplate<_sprite_packing_char2>" when building for Android
6000.1.15f1
Supported · Released Aug 5, 2025 · Changeset faa32412f6c9 · 66 release notes
[Android]Crash on lib/arm64/libil2cpp.so when Unity Analytics and Engine Code stripping are enabled
[AMD] Crash on VerifyD3DTextureSharingCallback when creating a new project
Crash on D3D12DeviceState::ApplyRenderTargets when creating a new "Get Started With Unity" project
Crash on D3D12RenderSubPassInfo::Begin when creating a new "Universal 3D sample" project
Crash on D3D12SwapChain::Present when performing various Unity operations
Crash on GfxDeviceD3D12::ProcessReleaseQueue when performing various Unity operations
Crash on GfxDeviceD3D12Base::DrawBuffersCommon when opening a project after changing the Graphics API to DirectX12
Crash on GfxDeviceD3D12Base::DrawBuffersCommon when performing various Unity operations
Crash on GfxDeviceD3D12Base::InitializeAsWorker when performing various Unity operations
[AMD] Crash on D3D12SwapChain::CreateHWND when creating or opening a project
[Intel] Crash on BufferD3D12::BeginWrite when opening a newly created URP project with DirectX12 set as the default graphics API
Crash on mono_domain_jit_foreach when performing various Unity operations
Crash on tlsf_free when adding a 3D object to a Scene of a new Universal 3D project
Licensing Client fails to launch when opening Unity Hub
Licensing Client fails to launch when opening Unity Hub (licensing client path is not found)
All baked data for all scenes using APV is always loaded in Editor
[iOS] The Player freezes and "Execution of the command buffer was aborted due to an error during execution." error is continuously logged
Gizmos are not rendering in Game view
The Player renders black on a Quest headset when MSAA, Post Processing, and Spacewarm depth submission are enabled
5.1.4 to 5.1.5
5.1.4 to 5.1.5
5.0.0 to 5.1.0
1.15.0 to 1.15.1
1.13.1 to 1.14.0
Improved performance of instantiation of GameObjects from Tiles.
Improved Android symbols documentation, explain better what happens when both executable library has debug sections and a custom symbol file is present.
Improved timing accuracy of AudioRandomContainer.
AudioImprovement
Improved performance of RectTransform.GetWorldCorners by removing an unneeded call to the Transform property.
Added null check for missing secondary sprite textures.
Fixed issue where the material property block of a SpriteRenderer is reset when the SpriteRenderer is updated through an Animation clip.
Added an error to explain why AnimatorController states stop working when they reach a normalized time which is too large (100,000+loops).
Ensure that the activeBuildTarget is correctly set before build callbacks are initialized.
Fixed AssetDatabase.ForceReserializeAssets will not try re-serializing assets that were recently deleted.
Silent crash no longer happens when attempting to extract YAML data from binary meta files (meta files should never be in binary format).
Fixed native memory of first loaded AudioClip being reported incorrectly in profiler.
Fixed PlayDelayed/PlayScheduled not working correctly with AudioRandomContainer.
Fixed a crash in the Model Importer when a FBX file has corrupted Blendshape data.
Fixed Awaitables that use main thread affinity logic for continuations so they are not hanging when paused in play mode.
Fixed crash in GameObject::IsActiveIgnoreImplicitPrefab().
Fixed previous splash screen background/logo from being cleared.
Fixed crash after disconnecting an external display on Android.
Fixed crashes when reading Texture2D (sub)assets with a data payload larger than expected.
Fixed flickering of gpu instanced particle system in linux when using OpenGL.
Fixed flickering of gpu instanced particle system when using OpenGL.
URP: Fixed an issue where specific configurations would cause _ProjectionParams.x to become incorrectly negated for some cameras.
Added missing support for normalised or raw scroll wheel values for macOS (OSX).
Fixed Linux runtime window unexpectedly resizes to monitor dimensions when calling "Screen.SetResolution" function with hardcoded resolution matching current display's width or height.
Create an universal .dSYM in build folder when building Intel+Silicon build.
Fixed crash in trail geometry job.
Fixed serialization system memory attribution to MonoScript and global caches.
Fixed ObjectPool clear timing in no domain reload environment.
Disabled culling of empty Rects in the Editor to avoid false positives in the Scene View.
Fixed all UnityEvent listeners that are inherited class members are unassigned.
Fixed an issue where a null value of type object would not be convertible to any other type.
Fixed the IndexOutOfRangeException when redoing elements that came after the styled visual element in the UI Builder.
Fixed UIBuilder Selector and Hierarchy view items being selectable using Touch and Pen devices.
Prevent the ScrollView from scrolling when the scrollbar is visible and the content does not overflow.
The UI Builder now allows for wider selection of elements in the canvas.
Fixed freezing video playback on Galaxy S25 and similar Android devices.
Fixed crash when using WebCamTexture in visionOS builds.
VisionOSFix
Fixed a bug caused by the use of a deprecated windows utility.
Fixed an issue where resizing the WebGL canvas would cause flickering.
Added a warning to the Tilemap Inspector when the Tilemap is not attached to an enabled Grid.
Disabled the instantiation of GameObjects from Tiles when the Tilemap is not attached to an enabled Grid to prevent performance issues from these GameObjects.
Reduced recursive limit from 11 to 6 for instantiation of GameObjects from Tiles.
2DChange