Crash on "The GUID inside 'Assets/asset.png.meta' cannot be extracted by the YAML Parser." when opening the project
6000.1.5f1
Supported · Released May 28, 2025 · Changeset 923722cbbcfc · 112 release notes
[Android]Crash on lib/arm64/libil2cpp.so when Unity Analytics and Engine Code stripping are enabled
Crash on D3D12CommonShader::ApplyGpuProgram when attaching material which samples "_UnityFBInput0" to "Full Screen Pass Renderer Feature" Component
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
[AMD] Crash on D3D12SwapChain::CreateHWND when creating or opening a project
[AMD] Crash on VerifyD3DTextureSharingCallback when creating a new project
[GT 730] - Crash on GfxDeviceD3D12Base::DrawBuffersCommon when performing various Unity operations
[Intel] Crash on BufferD3D12::BeginWrite when opening a newly created URP project with DirectX12 set as the default graphics API
[Linux] Crash on glXCreateGLXPixmap when hovering over labels in the Inspector window
com.unity.services.ugc - "This package is no longer supported. The UGC service associated with this package is no longer accessible as of May 11th 2025."
com.unity.services.ugc.bridge - "This package is no longer supported. The UGC service associated with this package is no longer accessible as of May 11th 2025."
Graphics.RenderMeshIndirect does not issue multi-draw rendering commands when using a graphics API capable of multi-draw commands
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
Android Player freezes on some Mali GPU devices when Lighting Cast Shadows changed to OFF at runtime
Lights are being culled and appear pixelated when the "Main Light" property is disabled and Forward+ or Deferred+ Rendering Paths are used
UnmanagedReadOrWrite objects are not disposed off when GZipStream is used in the "using" statement
Android Player freezes when an Audio Source is playing and an incoming call is picked up and then hung up and the Audio Source is started again
Game View turns black, Scene View turns grey, Console error NullReferenceException when Wireframe is turned on because the DecalGBufferRenderPass references a non existent GBuffer
GameObjects are transparent when a custom fog renderer feature is enabled
The Player renders black on a Quest headset when MSAA, Post Processing, and Spacewarm depth submission are enabled
Fixed the Sprite Editor Toolbar module dropdown visual overlap when selecting an imported non-sprite texture in a 3D project.
2.4.6 to 2.5.0
2.3.8 to 2.4.0
1.9.6 to 1.9.7
2.1.0 to 2.1.1
1.0.0 to 1.1.0
Upgraded FSR2 from v2.2.0 to v2.2.1, release notes from FSR2:
HDRPFeature
Fixed DRS issue where resource was not correctly cleared on first use
FeaturesFeature
Fixed issue where luma instability logic could introduce output artefacts with strobing lights
FeaturesFeature
Fixed incorrect luma resource size.
FeaturesFeature
Removed the CreateRenderGraphTexture API references from the create-custom-renderer-feature page.
DocumentationImprovement
Optimized Skinned Mesh Renderer matrix calculations to enable Unity to parallelize matrix calculations even when using the non-optimized import setting.
Fixed case where last segment is missed if any of the segment uses Null Sprite inbetween.
Fixed case where sprite does not update when playing Animation.
Fixed TextureImporter meta file modification when reimporting a texture while the "Default Behaviour Mode" is set to 2D for new imported files.
Fixed uninitialized sprite shader properties when used with mesh renderers.
Fixed multiple accessibility node focus issues on Android.
The HeightMesh was sometimes containing faulty polygons that stretched between arbitrary vertices over long distances.
Fixed Integer input field allowing multiple "-" symbols under certain conditions.
Fixed an issue where undoing the creation of an AnimatorController layer while the layer view was not visible in the Animator Window would throw exceptions.
Only glob build system files in Platforms/ that are not disabled.
Align the layout of HelpBoxes in the Build Profile window.
Fixed a bug where the 'RectTransform' component values were set to NaN when scaling UI elements using the Scene Rect Tool.
Fixed a crash when exiting the editor after removing the HDRP package.
Fixed a GRD memory leak that happened in some cases when materials changed.
EditorFix
Fixed an issue where, for compressed cubemap texture assets, the 'CubemapInspector' would display controls that perform operations unsupported by such textures. This also fixes an issue where merely inspecting a crunched cubemap texture asset would provoke errors.
Fixed bitmap system font to match OS font smoothing setting.
Fixed crash that could occur when repeatedly performing actions that require a progress dialog such as saving and entering play mode at the same time.
Fixed exceptions thrown when using function key shortcuts to select Terrain tools when Terrain Tools package is installed.
Fixed function key shortcuts for Terrain Trees and Details tools.
EditorFix
Fixed issue with static time access to BuildTargetDiscovery causes importer to fail.
Fixed issue with TMP bloom effects not working anymore.
Fixed LinuxEditor failing to trigger some shortcuts when InputManager is disabled.
Fixed stray error message in the console when changing Shader settings in a build profile.
Fixed stray error message in the console when changing XCode settings for tvOS.
Fixed UnityEvent drawer changing the object argument when editing multiple objects.
Resolved an issue where components were visible in the Add Component menu when \[AddComponentMenu("")\] was used.
The icon for editor plugin settings now uses the correct icon when using the dark theme.
When a BuildProfile is renamed, update the BuildProfileEditor to refresh the name displayed.
Adaptive Probe Volumes Fails to Bake with Dilation Enabled and exception "Cannot allocate more brick chunks, probe volume brick pool is full" is printed.
Fixed a bug where the unity_RendererBounds_Min and unity_RendererBounds_Max uniforms would be set to random uninitialized memory in the ShadowCaster pass.
Fixed a potential deadlock that could freeze players when loading or unloading AssetBundles with threaded texture uploads enabled.
Fixed an issue where the value reported by "Texture.nonStreamingTextureMemory" would not update when mipmap limits were modified.
Fixed issues with recycling buffers in WebGPU.
Fixed libGLES.so crash on small subset of PowerVR devices.
Removed an assert exception in UnityEngine.Rendering.CreateDrawBatchesJob.ProcessRenderer when changing a material property of a material used in MeshRenderers with multiple submeshes, after re-importing URP or HDRP.
Custom mesh for the water system is rendering the normal map the same as the water surface regardless of a world position.
Fixed a crash in AMDUnityPlugin.dll when there are multiple cameras and one is toggled off.
Fixed a ghosting issue with DX11.
Fixed "Unexpected duplicate tasks" error when appending builds.
Fixed errors when removing ODR variant in Player Settings.
Fixed UI behavior when entering custom ODR variant settings in PlayerSettings.
Fixed warning in the Xcode console when keyboard is open and changing orientation on iPad.
Fixed the issue where extension buttons are not consistently shown.
Make GetPatckagesPath thread/serialization safe.
Added a clamp to \[0,inf\] for for values passed to Rigidbody.linearDamping and Rigidbody.angularDamping property setters.
Fixed "Physics2D.GetRayIntersection" overload to correctly use the "layerMask" argument.
Fixed tooltip rendering for the Rigidbody2D Simulation Mode layer selection in the Physics2DSettings.
Fixed an issue where the startup logs would be missing from the normal log file (or standard output) when the "Capture Startup Logs" player setting was enabled.
Fixed a bug where Camera overlays dropdown wouldn't display the camera name.
Fixed additional cases where certain Node Reference sample graphs would report unsaved changes on open.
Fixed out of bounds read in CoreUnsafeUtils.FixedBufferStringQueue.TryPop when the remaining bytes in the buffer is less than 4.
Ensure that TreeRenderer position is initialized when creating Terrain camera render data.
Fixed IME issue.
Added clarity around selection in the samples window.
Aligned text and arrow icon for TreeView and MultiColumnTreeView in the samples window.
Batched the scroll events on fixed height virtualizations for ListView and TreeView controls.
Fixed a cosmetic issue where toolbar buttons shrank when the container shrank.
Fixed issue when dragging a reorderable list view item on the X axis making the item disappear from the list.
Fixed specificity for ScrollView button styling when placed in a TabView control.
Fixed the ListView content disappearing when removing items outside of the offset.
Fixed the position of the Editor Only label in the tree view mode of the UI Builder Library.
Fixed the threshold on drag when near the end of the ListView.
Fixed USS selector is reparented when clicking on stylesheet after applying to element.
Don't overwrite flags which are updated during Awake or OnEnable.
Fixed Screen Space Shadows issue when using Deferred Rendering in URP.
Check that GBuffers are valid before using them in the DecalGBufferRenderPass.
Fixed IndexOutOfRangeException by allocating size with respect to visible light's length.
Domain reload does not trigger a reimport of VFX asset opened in VFX window.
Fixed an exception when using the shortcut SHIFT+5 when no VFX component is attached or when the debug panel is not displayed in the VFX Graph editor.
Fixed matrix 4x4 was overflowing when displayed in a context block.
Fixed rendering of volumetric output connected to particle strips.
Fixed VFX command culling when using Custom Passes in HDRP.
Opening/Closing subgraphs in VFX window does not trigger a recompilation of its dependent VFX anymore. This has to be done explicitely by saving the subgraph.
Restore the usage of global textures for textures set to None, when using instancing.
Fixed a WebGL error with URP and MSAA, when a depth only render pass is involved.
Added warning for windows Arm64 when selecting a Graphics API other than Dx11 or Dx12.
Updated com.unity.xr.openxr package version to 1.15.0-pre.2.