[GameActivity] Crash on "UnityMotionEventCallbacks::_GetPointerIdImpl" when giving 9+ simultaneous touch inputs
6000.1.7f1
Supported · Released Jun 11, 2025 · Changeset 13a8ffad9172 · 60 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 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
[AMD] Crash on D3D12SwapChain::CreateHWND when creating or opening a project
[AMD] Crash on VerifyD3DTextureSharingCallback when creating a new project
[Intel] Crash on BufferD3D12::BeginWrite when opening a newly created URP project with DirectX12 set as the default graphics API
Crash on WindowsVideoMedia::GetVideoFrameAtIndex when instantiating a Prefab with Rigidbody after loading a scene from an Asset Bundle
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
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
[Android] Runtime performance deteriorates on certain Android devices when Graphics API is set to Vulkan on an upgraded project
1.5.0 to 1.6.1
10.2.0 to 11.0.0
9.1.0 to 10.0.0
10.1.0 to 10.1.1
10.1.0 to 11.0.0
4.3.0 to 4.3.1
1.2.4 to 1.2.5
1.4.2 to 1.4.3
1.4.2 to 1.4.3
2.0.7 to 2.0.8
2.2.4 to 2.3.1
2.2.4 to 2.3.1
2.2.4 to 2.3.1
2.2.4 to 2.3.1
2.2.4 to 2.3.1
Fixed FullScreenRendererFeature exception when use with Rendergraph 2D.
Fixed normals to account for Sprite FlipXY.
The application will continue to update/render while built for 'GameActivity + run in split screen + permission dialog is shown' if RunWithFocus is set to true. Previously the application would pause for GameActivity, but would continue to run if built for Activity.
Added new callback onDeleteArrayElementCallback to ReorderableList. This is called from the "Delete Array Element" context menu to let you control the removal, like onRemoveCallback.
Fixed a Windows Editor crash on exit that could occur with some specific combinations of packages such as Google Mobile Ads and JetBrains Rider integration.
Fixed an issue where Scene view gizmo icons were not loaded properly if "Load textures on demand" was enabled in project settings.
Fixed case where ScreenCapture.CaptureScreenshotAsTexture() could cause the player or editor to crash when a XR device was connected.
Fixed IMGUI Errors on LinuxEditor arising when RepaintImmediately() called on window currently being painted.
Fixed macOS progress bars always being shown on the main display rather than over the main Editor window.
Fixed PlayerSettings icon APIs so that GetIcons, GetIconsForTargetGroup, GetIconSizes, and GetIconSizesForTargetGroup return the correct icon arrays for the provided NamedBuildTarget or BuildTargetGroup argument.
BatchRendererGroup's OnPerformCulling function now correctly checks for job safety between the provided buffers and the JobHandle returned by the user.
Fixed duplicated color resolve when mixing native render pass and set render target workflows.
Prevent CustomPass using camera depth if the injection point is set to AfterPostprocess. Show a warning in the CustomPass inspector if this configuration is present.
JobHandle.Complete() goes to sleep sooner when there is no work to steal. This allows the waiting thread to give up the CPU core sooner to allow another thread to perform work or to preserve battery life.
Fixed an issue where installing a git package using Git LFS would not work with Git LFS 3.6.0 and higher.
Fixed the issue where Assets cannot be imported when the Asset package contains project settings and all project settings are unchanged.
Better tooltips for PhysicsSettings window.
Fixed the items not expanding on creation when autoExpand is set to true.
Fixed USS preview is not updated when a selector is moved to a new USS file.
Keep undo stack in sync during project load by pausing serialization.
Fixed unclear warnings when user creates more lights than the light limit when using Deferred rendering path.
Fixed double invocation of onLoopPoint callback when skipOnDrop is false and codec is decoding to memory.