AssetImportWorkers crash on compiling ASMDEF while Collab-proxy package is upgrading
6000.2.6f1
Supported · Released Sep 25, 2025 · Changeset cc51a95c0300 · 114 release notes
AssetImportWorker crash on RTTI::IsDerivedFrom when importing specific assets
Crash on D3D12DeviceState::ApplyRenderTargets when creating a new "Get Started With Unity" project
Crash on D3D12GetInterface when creating a new project
[macOS][iOS][IL2CPP] Crash when using the nullable enum as a parameter and passing a default value into it.
Crash on mecanim::ValueArrayCopy when triggering a specific Animation Transition
Crash on tlsf_free when adding a 3D object to a Scene of a new Universal 3D project
Added: Physics::RebuildBroadphaseRegions has been unmarked from being deprecated due to multi-box pruning broad phase being brought back.
Added: IPostbuildCleanupWithTestData interface- same as IPostbuildCleanup but provides a TestData object.
Test FrameworkAPI change
Added: IPrebuildSetupWithTestData interface- same as IPrebuildSetup but provides a TestData object.
Test FrameworkAPI change
Added: PostbuildCleanupWithTestData attribute- same as PostbuildCleanup but provides a TestData object.
Test FrameworkAPI change
Added: PrebuildSetupWithTestData attribute- same as PrebuildSetup but provides a TestData object.
Test FrameworkAPI change
Added: TestData record- provides data about the current test run, including the test mode (editmode, playmode, player) the tests it will run, and the platform it will run on.
Test FrameworkAPI change
Added: TestMode enum- a mirror of the existing enum with the addition of 'None' and 'Player' to distinguish them as Test Modes.
Test FrameworkAPI change
[Android][PowerVR] 2D Lights are constantly duplicating and increasing in intensity in the Player
NavMeshSurface ignores convex Mesh Colliders when using Physics Colliders
[GameActivity] APK built with Development Build enabled gets flagged as having Malware
Audio Low Pass Filter isn't working when enabled after entering Play Mode or in Player via Script
InitializeOnLoadMethod is called before scenes gets loaded after project upgrade
[Android][GLES] The 2DLight is disproportionately bright on some Android devices when OpenGLES3 is used
Licensing Client fails to launch when opening Unity Hub
Licensing Client fails to launch when opening Unity Hub (licensing client path is not found)
[iOS] Metal API validation error thrown when MSAAx2 and Depth&Color Texture are enabled
[iOS] The Player freezes and "Execution of the command buffer was aborted due to an error during execution." error is continuously logged
Wheel Collider does not interact with other colliders when the GameObject is destroyed and instantiated
Artifacts appear in the Player when using Screen Space shadows with orthographic camera
2.4.1 to 2.4.2
2.8.1 to 2.8.2
1.5.1 to 1.6.0
1.6.0 to 1.6.1
1.6.0 to 1.6.1
1.1.8 to 1.1.9
1.1.0 to 1.2.0
Changed the behavior of light probe loading. When you unload the last scene that contains light probes, you no longer need to call LightProbes.Tetrahedralize() to apply the changes.
Allow the user to insert a template into an existing graph at a chosen initial position to avoid nodes from overlapping.
VFX GraphImprovement
Fixed default name for Light2D on game object creation.
Fixed Light Batching Debugger constantly refreshing list to 0.
Fixed Exception "Didn't find class "com.unity3d.player.ReflectionHelper" and application crash when setting AndroidJNIHelper.debug to true.
Fixed GameActivity specific problem with touch coordinates translation when using custom screen resolution and rotating the screen.
Fixed possibly missed events in UAAL scenario when calls were made right after instantiating the UnityPlayer.
Preserve full pointer high bits in allocator bookkeeping to prevent truncation on ARM64.
Added warnings when optimizing a Transform hierarchy which has duplicate transform names, as that can cause issues when Deoptimizing the hierarchy.
Fixed issue where AnimatorController and AvatarMask assets would show a blank icon when imported as part of unitypackages.
Added an API to explicitly mark text as Dirty.
Ensure we do not use ADB in FindRef to avoid loading all assets.
Fixed a bug where the Cameras overlay would only open one Property Editor at a time, and if you changed the camera selection it would not open a new Property Editor.
Fixed a crash on UnityEngine::Insights::Metric::Metric caused by a race condition.
Fixed issue where dependency shader changes were not properly detected in Terrain splat materials which resulting in the usage of Unity's error shader for rendering that geometry.
Fixed progress bar dialog on macOS to no longer disappear when dragged to a separate display space.
Fixed the Build Profile Engine Diagnostics dropdown to properly show a confirmation dialog when disabling the feature.
EditorFix
Made the RenameOverlay type serializable. This has fixed a bug which caused script-based files to be incompletely created when the creation process is interrupted by a script recompilation.
New EntityId not displaying on the Inspector in Debug mode.
Replaced the LensFlareSamples inputs to use the new Input System Package. Created the Input System Action and changed the control script (LensFlareSamplesInputactions.cs).
Avoided error code 5 during bake of a specific scene.
Fixed a bug where "Don't recalculate" probe placement mode sometimes doesn't work when GPU streaming is enabled.
Fixed a bug where "per-vertex" SH evaluation mode didn't work with Deferred rendering URP.
Fixded corresponding VkFramebuffer(s) are destroyed when an FDM VkImage is destroyed.
Fixed a crash or a blank screen being drawn when MSAA resolve to back buffer is requested on platforms that don't have support for it. Add error message to explain the issue.
Fixed Cubemap mipmaps display differently between Editor and Player when using custom mipmaps.
Fixed incorrect rendering of objects when using GPU Occlusion Culling on scenes containing mesh renderers using meshes with no triangles.
Multiple "Player" graphics tests in a single scene fail to find references.
Fixed an issue where creation of a new Material via DecalProjector wouldn't set the scene dirty.
Do not reset input if requested orientation change is the same as previous (no actual change).
Fixed warning in the Xcode console when keyboard is open and changing orientation on iPad.
Changed default particle material for HDRP to be consistent with other pipelines.
Document unexpected behavior for PauseAndCatchUp culling mode.
Fixed crash when using a speed multiplier that takes value of 0 and velocity is used to select the sprite.
Fixed issue throwing errors when a trail renderer is auto-destructed while using the trail preview in the editor.
Fixed jittering of particle editor when the window is made too small.
Fixed memory leak related to ParticleSystem job fences.
Brought back multi-box pruning broad phase, due to automatic box pruning being insufficient for larger world use-cases.
Fixed an issue where when creating a high number of tree colliders on terrain, the editor would crash.
Fixed a bug where an Overlay could have an empty title and be shown as an empty button in the overlay menu toolbar.
Fixed a bug where an overlay docked in a corner would be directly undocked when quickly clicking on the dragger.
Fixed a bug where the Overlay Menu would not be usable when the window does not have active overlays.
Fixed issue where the overlays' menu popup would only open when UITK elements were hovered.
Fixed an issue where mixed values might not appear correctly in the inspector after using Undo.
Fixed exception events not appearing on the Diagnostics dashboard. (ULO-7366)
ServicesFix
Added SrcBlendAlpha and DstBlendAlpha properties if allowMaterialOverride is set to true on URP.
Fixed incorrect merging of passes in Render Graph when a pass targets a texture that is sampled in previous pass.
Fixed prefab override UI and mixed value behaviour for Rendering Layers mask UI.
Reverted fence dependency checking algorithm changes.
Fixed incorrect Ligature glyph atlas index when using font assets with Multi Atlas Texture enabled.
Fixed incorrect preferred value calculations for text objects that contain characters and / or sprites whose character or glyph metrics have a scale = 0.
Fixed layout groups not updating when an empty RectTransform child changes size.
Updated drag tracking to release all active drag events when the application loses focus.
Fixed "Extract inline style" option bug in UIBuilder.
Fixed an exception when trying to convert a list of null assets to a UXML list.
Fixed an issue in the UI Builder where UXML attributes representing serialize references were not overridden correctly.
Fixed generated UxmlElement and UxmlObject code not fully qualifying some types.
Fixed mouse sometimes becoming permanently unresponsive on other world space documents when destroying a world-space document while it's being clicked.
Fixed scale and crop VectorImage clipping issue.
Fixed to prevent adding more modifications while generating of undo actions.
Added check logic related to OpenGL devices in DecalRenderFeature.
Fixed SSAOOnly pass in the deferred path to be compatible with Native Render Pass.
Fixed double indentation in the Project Browser when Version Control is enabled.
Added a context menu option to insert a template at the mouse position.
Adjust "Prewarm Time" input field to fit 2 digits of precision.
Adjust padding on Sub Mesh Mask label for mesh outputs.
Avoid text cutoff when a context name is really long.
Fixed "Transform has 'VFXManager' change interests present..." errors.
Fixed an exception in Template Window when selecting a category and clicking on the create button.
Fixed Graph Debug Information window sometimes not displaying information with gameobject attached.
Fixed rare case where exposed properties were lost when changing instancing mode in the asset.
Fixed the output category in the blackboard from being duplicatable, renamable or deletable.
GPU Time Threshold in Heatmap Parameters clamped to positive values only.
Limit the maximum number of characters to 128 for a group title to avoid any visual glitch.
Refresh attached VisualEffect when visual effect component changes.
Show "radiusScale" property when "Frustum culling" option is enabled on Shader Graph mesh outputs.
The title of a group could not be edited anymore when the title has been emptied.
Usability fixes when setting prewarm values in visual effect asset inspector.
Refine sRGB texture linearization compatibility checks for WebKit and older Firefox versions.
Fixed build warning from APV when targeting WebGPU.
Fixed for WebGPU errors when using APV Lighting Scenario Blending.