[GameActivity] Crash on "UnityMotionEventCallbacks::_GetPointerIdImpl" when giving 9+ simultaneous touch inputs
AndroidKnown issueBlockerUUM-108743fixed 6000.3.0a2
[Android]Crash on lib/arm64/libil2cpp.so when Unity Analytics and Engine Code stripping are enabled
Cloud DiagnosticsKnown issueBlockerAndroidUUM-95408open 6000.0.57f1
Crash on D3D12CommonShader::ApplyGpuProgram when attaching material which samples "_UnityFBInput0" to "Full Screen Pass Renderer Feature" Component
DirectX12Known issueBlockerUUM-105412fixed 6000.1.8f1
Crash on D3D12RenderSubPassInfo::Begin when creating a new "Universal 3D sample" project
DirectX12Known issueBlockerUUM-105811open 6000.1.16f1
Crash on D3D12SwapChain::Present when performing various Unity operations
DirectX12Known issueBlockerUUM-107390open 6000.2.5f1
Crash on GfxDeviceD3D12::ProcessReleaseQueue when performing various Unity operations
DirectX12Known issueBlockerUUM-107470open 6000.2.7f2
Crash on GfxDeviceD3D12Base::DrawBuffersCommon when opening a project after changing the Graphics API to DirectX12
DirectX12Known issueBlockerUUM-77757regressed 6000.1.16f1
Crash on GfxDeviceD3D12Base::DrawBuffersCommon when performing various Unity operations
DirectX12Known issueBlockerUUM-104826open 6000.2.5f1
[Intel] Crash on BufferD3D12::BeginWrite when opening a newly created URP project with DirectX12 set as the default graphics API
DirectX12Known issueBlockerUUM-104889open 6000.0.66f2
Crash on WindowsVideoMedia::GetVideoFrameAtIndex when instantiating a Prefab with Rigidbody after loading a scene from an Asset Bundle
VideoKnown issueBlockerUUM-108799fixed 6000.2.6f1
Graphics.RenderMeshIndirect does not issue multi-draw rendering commands when using a graphics API capable of multi-draw commands
Graphics Device FeaturesKnown issueCautionUUM-91617open 6000.1.13f1
Licensing Client fails to launch when opening Unity Hub (licensing client path is not found)
HubKnown issueCautionUUM-103996open 6000.3.0b7
Android Player freezes on some Mali GPU devices when Lighting Cast Shadows changed to OFF at runtime
LightingKnown issueCautionAndroidUUM-105246open 6000.1.7f1
Lights are being culled and appear pixelated when the "Main Light" property is disabled and Forward+ or Deferred+ Rendering Paths are used
LightingKnown issueCautionUUM-104391fixed 6000.1.9f1
UnmanagedReadOrWrite objects are not disposed off when GZipStream is used in the "using" statement
MonoKnown issueCautionUUM-105139fixed 6000.1.8f1
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
Platform AudioKnown issueCautionAndroidUUM-103525fixed 6000.3.0a2
The Player renders black on a Quest headset when MSAA, Post Processing, and Spacewarm depth submission are enabled
SRP XRKnown issueCautionXRUUM-84612regressed 6000.0.58f1
[Android] Runtime performance deteriorates on certain Android devices when Graphics API is set to Vulkan on an upgraded project
VulkanKnown issueCautionAndroidUUM-107530fixed 6000.1.14f1
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.
Package ManagerFixUUM-91342fixed 6000.2.0b4
Fixed the issue where Assets cannot be imported when the Asset package contains project settings and all project settings are unchanged.
Package ManagerFixUUM-100078fixed 6000.2.0b5
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.

Pick your Unity version

Unity Releases compares releases against the version your project is on. Picking it now keeps Compare versions focused on what changes between where you are and where you might be going.