Crash on D3D12DeviceState::ApplyRenderTargets when creating a new "Get Started With Unity" project
6000.2.8f1
Supported · Released Oct 15, 2025 · Changeset c9992ac36c34 · 131 release notes
Crash on D3D12GetInterface when creating a new project
[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
Added: Added iPhone 17 device generation enums and screen cutouts.
iOSAPI change
Increased Memory usage when Update Mode 'On Demand' Realtime lights are used and DX12 API is selected
Memory usage rises when switching scenes with GRD
False Warning "BatchRendererGroups currently don't support override shaders" is spammed in Play mode when using H-Trace WSGI with BatchRenderGroups
Licensing Client fails to launch when opening Unity Hub
Licensing Client fails to launch when opening Unity Hub (licensing client path is not found)
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
Fixed "The text is cut off and doesn't fit for the "Enable Armv9 Security Features for Arm64" property". Changed "Enable Armv9 Security Features for Arm64 builds" to "Armv9 Security Features for Arm64".
AndroidUUM-103205fixed 6000.2.8f1
2.7.3 to 2.7.4
1.5.4 to 1.5.8
1.4.5 to 1.4.6
2.4.2 to 2.4.3
2.1.0 to 2.1.1
1.5.0 to 1.6.1
2.2.0 to 2.2.1
5.3.0 to 5.3.1
2.5.3 to 2.6.0
2.3.1 to 2.4.2
2.3.1 to 2.4.2
2.3.1 to 2.4.2
2.3.1 to 2.4.2
2.3.1 to 2.4.2
1.5.1 to 1.7.0
com.unity.xr.androidxr-openxr@1.0.1
Added an option to Player Settings allowing to disable the automatic creation of a Presentation for rendering camera targeting Display 2 if a presentation display is detected.
AndroidImprovement
Added more details on the GPU occlusion culling algorithm.
DocumentationImprovement
Improved blackboard scrolling behavior when adding a new item out of the current scroll view.
A Navigation Raycast() was freezing the game when passing through very small NavMesh polygons created by NavMesh Obstacles that carve.
Fixed some mesh colliders with unusual positions and orientations not being collected during a NavMesh build when using the default bounds.
Navigation queries, including path calculations, now correctly identify valid locations on rugged sections of the NavMesh.
Navigation queries, including path calculations, now correctly identify valid locations on rugged sections of the NavMesh.
Updated Android build tools dependency version in documentation.
Updated build-tools and platform-tools to 36.0.0.
\[Android\] Upgrade Gradle and Android Gradle Plugin versions to fix development build APKs being incorrectly flagged as malware on Unity 6.2.
Fixed an issue where the view would be erratically jumping when dragging the AnimatorControllerView while Auto Live Link was active.
Fixed crash when blending EntityIds in AnimationMixerPlayable.
Fixed error being spammed when state has played for too long, error is now logged only once.
Fixed overlapping int and pptr buffers in animation bindings.
Fixed right-click menu item "Make Transition" not doing anything if focus is not on the Animator Window.
Fixed a crash that could occur when the correct asset importer for a given asset could not be found.
Fixed crash due to missing handling of null 'name' argument in AudioMixer.GetFloat.
\[Android\] Fixed an issue when audio ducking would occur after re-focusing the Unity application while recording with audio.
\[Android\] Fixed an issue when audio would completely disappear after re-focusing the Unity application while recording without audio.
AudioFixAndroid
Fixed a crash that could occur when scheduling jobs in a constructor due incorrect Burst shared statics.
Fixed a memory leak when using ray tracing effects.
About window: Replace Forums with Discussions.
Builtin resources should not be pinged.
Disabled GPUResidentDrawer on VisionOS platform and issue a log for it.
Fixed Acceleration Structure Build Flags checkbox not working in Renderer inspector when lightmap preview foldout is open.
Fixed an Editor crash happening when .shader files contain raygeneration, miss or callable shaders. These shader types are supported in .raytrace files only.
Fixed anchored overlays sometimes creating deadzones in the scene view.
Fixed artifacts when using a Google Pixel device under Android 14-15, the Video Player, and when changing the resolution dynamically.
Fixed Bind Texture script link in Water sample Cave scene.
Fixed inability to drag Tabs to a display right of primary in Windows Editor when using different DPI scales.
Fixed unselectable None option of the camera dropdowns in Rendering Debugger.
Fixed Unwrapping.GenerateSecondaryUVSet when used with Mesh have baseVertex tweaked.
HDRP random crash fix when changing quality settings.
Open Popups and Tooltips on the display the mouse is currently on for Windows Editor when monitor look-up fails.
Prevent a crash when an internal source generated method is missing.
Report Editor architecture information.
EditorFix
Updated wording of Engine Diagnostics related elements in the BuildProfile window.
Ensured that the APV "Unload These Scenes" button does not attempt to unload an unsaved scene.
Fixed APV Virtual Offset baking on AMD.
Re-import cubemaps with specular convolution instead of re-baking reflection probes when switching platforms.
Removed GPUResidentDrawerResources.asset which has been obsolete since 2023.3.0a14.
When UpdateExternalTexture is called it will Unregister the previous texture to free the memory.
Fixed a bug where an error was logged when using HDRP path tracer with PBR sky.
Fixed the bug where HDRP water rendered always on top of high-quality-line-hair. Now you can use the LineRendering.CompositionMode = BeforeColorPyramidAfterClouds in the volume profile to fix this.
Fixed crash when extracting parameter info from a method with a nullable enum parameter with a default value.
Fixed issue where logs are sometimes scrambled in Android's logcat when using Console.WriteLine.
Fixed occasional crashes when using GPU batched skinning.
Fixed occasional hang when rotating device and using AR.
Fixed Ref parameter address mismatch when invoking a default interface method with multiple ref arguments.
Protect calls to fork with a gc_lock on all MacOS variations.
Added to the scripting documentation for all physics queries that return multiple results a note of "NOTE: All results are sorted into ascending distance order i.e. the first result is the closest.".
Ensure that "Rigidbody2D.Slide" correctly ignores colliders specified with "Physics2D.IgnoreCollision".
Rigidbody2D.Slide should always move to the point of contact independent of the current slide angle threshold.
Fixed FrameDataView.GetFrameMetaData api return data after FrameDataView.GetSampleMetaData api call.
Fixed an issue when deleting an open shader graph but canceling closure would result in a null reference when attempting to reclose it.
Fixed an issue where custom interpolator project settings were not clamping correctly.
Fixed duplicate material creation in canvas samples.
Fixed shadergraph compilation issues related to the Spacewarp support.
Improved appearance of subgraph node display names in various areas.
Nodes are now properly selected after copy-paste or duplication.
Preview time is now set to match scene time.
Fixed a rare assertion about keyword space mismatch happening when calling Material.IsKeywordEnabled.
Display Volume Profile context menu actions as disabled if the profile is empty.
Fixed IndexOutOfRangeException when using a buffer more times than a texture.
Fixed Volume Profile changes not getting saved after the Paste Settings context menu action.
Added early out with invalid padding.
Fixed incorrect handling of ligatures that contains variant selectors in their input sequences.
Fixed potential NRE when Multi Atlas Texture is used and text geometry exceeds 65535 vertices.
Improved line breaking for Chinese and Japanese.
Fixed excessive rebuilding and resetting of Layout Groups.
Added missing converter between a RenderTexture and a StyleBackground.
Added UI Document and StyleSheet file types in create menu entries.
Fixed ImmediateModeElement not clipping and drawing with an invalid offset in the Game View.
Fixed UI Documents sometimes appearing in the wrong sort order when entering play mode.
Removed extraneous shaders from UI Document references.
Skipping fragment shading when opacity is 0.
Fixed issue with recording actions into the undo system.
Depth Texture Mode' on the URP Renderer should only have effect when the 'Depth Texture' is checked on the URP asset or Camera. Selecting 'Force Prepass' now does not add the pass when 'Depth Texture' is off.
Fixed bloom and screen space lens flare on tiny resolutions by fixing use of incorrect bloom mip pyramid texture.
Fixed SSAO precision issue on Mobile devices.
Fixed an issue where RenderingLayersTexture was not correctly registered in the ScreenSpaceDecal pass, resulting in missing or incorrect entries in the Render Graph Viewer.
Fixed an Issue where Scene isnt set Dirty when Decal Projector Material Changes.
Fixed AssetImportWorkers crash on compiling ASMDEF while collab-proxy package is upgrading.
Fixed issue in UnityYAMLMerge not able to read files under multibyte character paths.
Updated PerforcePlugin to use ARM64 arch for ARM64 MacEditor - P4 API 2023.1 or higher.
Avoid an exception when creating a new VFX asset from a template using the + button.
Avoid DPI warning message in the console.
Fixed an error message when closing the editor with the VFX Graph node search popup opened on macOS.
Fixed an exception that could happen when double clicking on a separator in the node search.
Fixed an issue with custom hlsl when line comments are put on top of the code for an operator.
Fixed copy paste custom hlsl block was losing input values.
Forbid dragging a subgraph block onto the graph directly, only allow on compatible contexts.
Handling correctly ShaderGraph where only one SRP support VFX but not the current one.
Properly support \\r special character in custom hlsl tooltip comments.
Fixed recording is not created when path containing Japanese characters.
Fixed build issue with visionOS Player for source customers.
Fixed an issue where WebGPU would not be passed the power preference settings from the WebGL player publishing settings.
Fixed WebGL configuration Equals/GetHashCode mismatch for IsWasm2023 property.
Updated Unity OpenXR Android XR (com.unity.xr.androidxr-openxr) to version 1.0.1.
Updated XR Hands (com.unity.xr.hands) to version 1.6.1.