[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 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 mono-2.0-bdwgc.dll 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 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
AndroidPlayer selects Vulkan Graphics API over GLES even on devices with limited support
VulkanKnown issueCautionUUM-109250fixed 6000.1.9f1
[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
Garbage Collector memory leak when allocating and deallocating memory in Web builds
Web PlatformKnown issueCautionUUM-86352open 2022.3.64f1
Added the ability to change the TreeView item indent via a custom style property called --unity-tree-view-indent.
UI ToolkitImprovementUUM-44460
Fixed issue where Palette camera position and zoom was not stored and restored when Tile Palette is reopened.
Enforcing to use Streaming Assets extensions for noCompress string in Android Gradle project to avoid problem with too many entries in the list, which may cause Gradle build fail.
Fixed issue where RenderBufferLoadAction.DontCare is ignored in some situation when switching between use of RenderPass API and SetRenderTarget.
Fixed issue where Vulkan is preferred over GLES even though the drivers were detected as incompatible.
Fixed an issue which could cause the Editor Launch Screen to spontaneously crash on Linux.
Resolved hang where the Editor could hang on Linux when running under a misconfigured display session.
Ensure that changing the Transform Z position only does not affect Rigidbody2D interpolation.
Resolved issue where the Camera first person mode in Cameras overlay is not clickable when the Editor is restarted with the Game View focused.
Scene/Game ViewFixUUM-108801fixed 6000.1.9f1
Pressing the "Fit Viewport" button will now centre a canvas, in the UI Builder, if the canvas size is 0,0.
Fixed sporadic crash of video player on iOS when app is brought from background to foreground.
Fixed an issue where the XrDisplaySubsystem tries to destroy textures that are still being used by other processes. This fix uses FinishRendering() to block the simulation thread until those resources are no longer in use before trying to destroy them.

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