Crash on D3D12DeviceState::ApplyRenderTargets when creating a new "Get Started With Unity" project
6000.2.11f1
Supported · Released Nov 5, 2025 · Changeset 7134d7685e5d · 52 release notes
[Linux] Crash on ModalProgressBackendLinux::Clear when Domain Reload progress bar appears
Crash on mono_dump_native_crash_info in a project with a Render Pipeline, which uses a 2D renderer when changing the Shader of a material to Standard Unlit
Crash on tlsf_free when selecting a cube in the "Getting Started With Unity" template
Crash on DetailDatabase::SetupPreloadTextureAtlasData when building a specific scene
No valid hits are returned when using RaycastCommand
Increased Memory usage when Update Mode 'On Demand' Realtime lights are used and DX12 API is selected
False Warning "BatchRendererGroups currently don't support override shaders" is spammed in Play mode when using H-Trace WSGI with BatchRenderGroups
Builds failing with the Error Code 404
Game freezes after command buffer Timeout error
Wheel Collider does not interact with other colliders when the GameObject is destroyed and instantiated
Editor performance degrades when PlayableDirector with multiple bindings remains visible in the Inspector during Play mode
UI Builder throws errors and breaks the UI Document when renaming elements and saving without validating
2.4.1 to 2.4.2
2.1.1 to 2.2.0
1.15.1 to 1.16.0
com.unity.cloud.draco@5.3.0
Added logging for SDR rendering configuration when 10-Bit HDR Output is active. This helps you understand what to expect and any automatic adjustments URP makes. Refer to \[Use Standard Dynamic Range (SDR) Rendering with HDR Output enabled\](https://docs.unity3d.com/6000.3/Documentation/Manual/urp/post-processing/hdr-output.html) for more details.
Clean up and fix mesh and sprite normals for shadergraph.
Fixed issue where "Invalid AABB inAABB" and "Assertion failed on expression: 'awake.loadStarted'" errors are thrown when when instantiating a prefab with InstantiateAsync.
Fixed lighting artifacts and unclearable errors.
Fixed NullReferenceException with LightBatchingDebugger.
Updated minimum Android SDK build and platform tools versions to 36.0.0.
Fixed copy/paste of ghost transitions when source state is not selected.
Fixed memory leak in certain scenarios when using DX12 + Graphics Jobs (split mode).
Fixed RenderPass stencil access validation error (ID 1377).
Re-enabled multiple disabled DX12 tests.
Burst SharedStatic memory is now cleared prior to object deserialization, which fixes a crash that could occur if jobs are scheduled during object deserialization.
Fixed failed assert when running Code Coverage builds.
Fixed for missing "Some values driven by GridLayoutGroup" when users alter elements under parent/sibling LayoutGroup.
Fixed Game View performance drop in Editor Player Settings.
Fixed OutOfRange error encountered while using the 'Edit the joint angular limits' button in the Articulation Body component.
Fixed sky contribution missing in fog when sky occlusion is enabled.
Prevent logging session tokens in the editor log.
Fixed Segmentation fault occurring when using --reset-diagnostic-switches via CLI on Linux.
Disabled the CAMetalDisplayLink on iOS as using it might cause GPU hangs and rendering freeze. It will be enabled again once we find the underlying cause.
Fixed cloud shadows popping when no shadows are rendered from directional light.
Fixed assertion when HDCamera.allowDynamicResolution is set to true via a script when using STP.
Fixed scene hash does not exist and scene list issues in virtual players in Multiplayer Play Mode.
Fixed a perf regression in macOS Editor play mode.
Fixed an issue with Rigidbody2D linear/angular drag to damping rename when used in prefab variants.
Fixed a crash occurring when opening a scene with missing prefabs and added components in prefab modifications.
Fixed "Profiler is not able to flush data to a file or socket" warning after auto connecting Profiler to a Player on OSX.
Fixed issue with "Target Frames Per Second" Profiler setting having inconsistent results when entering an overly large/small value.
Fixed unaccounted time in PlayerLoop on OSX Player Profiler captures.
Fixed a bug where SpeedTrees loaded as asset bundles could cause the player to crash on exit.
Fixed a potential crash that could occur when a CanvasRenderer was destroyed while its parent canvas was itself nested under a disabled parent.
Fixed the UI Builder attribute's tooltip position.
RadioButtonGroup loses selection when reattached to Hierarchy.
Universal RP: Universal RP: Universal RP: Depth Priming requires a full prepass to the activeCameraDepth. In deferred, a partial prepass should not be considered depth priming.
Fixed regression that caused URP debug material overrides to fail for WebGL.
Modified Universal Render Pipeline HDR Output behavior to maintain 16-bit HDR Output when switching to Render Pipeline Assets that don't support HDR Rendering.