[Android]Crash on lib/arm64/libil2cpp.so when Unity Analytics and Engine Code stripping are enabled
6000.1.16f1
Supported · Released Aug 13, 2025 · Changeset 67bef3276ff1 · 47 release notes
[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 DynamicHeapAllocator::CreateTLSFBlock when opening a specific project
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
2.6.0 to 2.7.0
1.8.23 to 1.8.24
1.1.8 to 1.2.0
2.4.0 to 2.4.1
1.3.0 to 1.4.0
2.2.5 to 2.2.6
1.3.0 to 1.4.4
1.3.0 to 1.4.4
1.0.0 to 1.1.0
8.10.0 to 8.10.1
Added app category support - Allows users to retain Android 15 orientation and rotation behavior on Android 16.
AndroidFeature
Fixed a crash when FSR2 from AMDUnityPlugin is toggled on/off.
Fixed a bug where terrain with GPU instancing enabled would not render in the Scene view when using one of the debug visualization modes.
Fixed BRG raw buffer binding when no metadata.
Fixed InspectorTitlebar always showing enabled state when no enabled SerializedProperty was provided.
Fixed Water Decals Foam UV.
Unity_RendererBounds_Min/max available in URP with BRG, EG or GRD.
Fixed an issue in URP that could cause a GPU hang when lights were clipping far plane.
Fixed GameView not always resetting when VolumeProfile is Reset.
Fixed missing Light theme for Volume inspector icon.
The Game view and Scene view fail to render when launching the Editor with a maximized Render Graph Viewer window.
Fixed instability in Windows Editor Uninstall test script.
Fixed crash in Search when a domain reload occurs while an index merge operation is in progress.
Fixed Images being ignored by raycast when they were outside of a Masks bounds but had maskable set to false.
Fixed the performance issues when adding a lot of items through AddItem and TryRemoveItem with rebuildTree set to false.
Fixed the UI Builder "Fit Viewport" button so it also includes the selected element.
Fixed an issue where window events were being registered and handled before the engine fully initialized with WebGPU.