[Android]Crash on lib/arm64/libil2cpp.so when Unity Analytics and Engine Code stripping are enabled
6000.1.6f1
Supported · Released Jun 5, 2025 · Changeset d64b1a599cad · 34 release notes
Crash on D3D12CommonShader::ApplyGpuProgram when attaching material which samples "_UnityFBInput0" to "Full Screen Pass Renderer Feature" Component
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
[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
Crash on scripting_method_invoke when the Player is build before entering the Play mode in the Editor
[Linux] Crash on glXCreateGLXPixmap when hovering over labels in the Inspector window
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
Animator does not continue animation indefinitely when toggling Animator.enabled through code
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
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 a rendering issue where soft shadows were darker than expected.
Fixed hdr encoding and postprocess resolve for rendergraph 2d.
Fixed Integer input field allowing multiple "-" symbols under certain conditions.
Added emoji font fallback on WIN, OSX and Linux.
Fixed a bug where the 'RectTransform' component values were set to NaN when scaling UI elements using the Scene Rect Tool.
Fixed OverlayMenu behaviour when deleting or reverting presets.
Fixed OverlayMenu width when preset name is very long.
Fixed tooltip position when mouse is over Scripting Defines in Build Profiles window.
Fixed an issue where mesh changes would not propagate correctly when using GPU Resident Drawer and GPU Occlusion Culling.
Fixed an issue where the value reported by "Texture.nonStreamingTextureMemory" would not update when mipmap limits were modified.
Fixed shadow culling not working correctly for intermediate renderers like Graphics.RenderMesh or Terrain.