Crash on mono-2.0-bdwgc.dll when instantiating a Prefab with Rigidbody after loading a scene from an Asset Bundle
3D PhysicsKnown issueBlockerUUM-108799fixed 6000.2.6f1
[Android]Crash on lib/arm64/libil2cpp.so when Unity Analytics and Engine Code stripping are enabled
Cloud DiagnosticsKnown issueBlockerAndroidUUM-95408open 6000.0.57f1
Editor: Fixed an issue where the Editor would crash if you called AssetBundle.UnloadAsync(...) and then immediately called AssetBundle.LoadFromFileAsync(...) that pointed to the same bundle you were in the process of unloading. (UUM-108651) Fixed in 6000.3.0a3.
EditorKnown issueBlockerUUM-108651fixed 6000.3.0a3
Fixed for macOS editor crash that could occur during specific situations when entering playmode. (UUM-109764) Fixed in 6000.3.0a3.
EditorKnown issueBlockermacOSUUM-109764fixed 6000.2.0b12
Fix issue causing crash when no valid lightmap parameters are assigned. (UUM-111154) Fixed in 6000.3.0a3.
GIKnown issueBlockerUUM-111154fixed 6000.3.0a3
Obsoleted: OnOpenAsset using an int as the InstanceID is now obsolete. Use OnOpenAsset using EntityId instead.
Asset ImportBreaking
Deprecated: AssetDatabase.CanOpenAssetInEditor(int) is obsolete. Please use AssetDatabase.CanOpenAssetInEditor(EntityId) instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
EditorBreaking
Deprecated: AssetDatabase.Contains(int) is obsolete. Please use AssetDatabase.Contains(EntityId) instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
EditorBreaking
Deprecated: AssetDatabase.GetAssetPath(int) is obsolete. Please use AssetDatabase.GetAssetPath(EntityId) instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
EditorBreaking
Deprecated: AssetDatabase.InstanceIDsToGUIDs() is obsolete. Please use AssetDatabase.EntityIdsToGUIDs() instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
EditorBreaking
Deprecated: AssetDatabase.IsForeignAsset(int) is obsolete. Please use AssetDatabase.IsForeignAsset(EntityId) instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
EditorBreaking
Deprecated: AssetDatabase.IsMainAsset(int) is obsolete. Please use AssetDatabase.IsMainAsset(EntityId) instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
EditorBreaking
Deprecated: AssetDatabase.IsNativeAsset(int) is obsolete. Please use AssetDatabase.IsNativeAsset(EntityId) instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
EditorBreaking
Deprecated: AssetDatabase.IsSubAsset(int) is obsolete. Please use AssetDatabase.IsSubAsset(EntityId) instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
EditorBreaking
Deprecated: AssetDatabase.OpenAsset(int) InstanceID versions are obsolete. Please use the AssetDatabase.OpenAsset(EntityId) EntityId versions instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
EditorBreaking
Deprecated: AssetDatabase.TryGetGUIDAndLocalFileIdentifier(int instanceID, out string guid, out long localId) is obsolete. Please use AssetDatabase.TryGetGUIDAndLocalFileIdentifier(EntityId entityId, out string guid, out long localId) instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
EditorBreaking
Obsoleted: EditorCameraUtils.GetRenderersFilteringResults(ReadOnlySpan<int>, Span<bool>) is now obsolete, use GetRenderersFilteringResults(ReadOnlySpan<EntityId>, Span<bool>) which is based around EntityId instead.
EditorBreaking
Obsoleted: EditorCameraUtils.GetRenderersHiddenResultBits(ReadOnlySpan<int>, Span<ulong>) is now obsolete, use GetRenderersHiddenResultBits(ReadOnlySpan<EntityId>, Span<ulong>) which is based around EntityId instead.
EditorBreaking
Obsoleted: HandleUtility.getEntitiesForAuthoringObject is now obsolete, use getEntitiesForAuthoringObjectV2 which is based around EntityId instead.
EditorBreaking
Obsoleted: HandleUtility.GetPickingIncludeExcludeList is now obsolete, use GetPickingIncludeExcludeListV2 which is based around EntityId instead.
EditorBreaking
Obsoleted: HandleUtility.GetSelectionOutlineIncludeExcludeList is now obsolete, use GetSelectionOutlineIncludeExcludeListV2 which is based around EntityId instead.
EditorBreaking
Obsoleted: HierarchyDropHandler is now obsolete, use HierarchyDropHandlerV2 which is based around EntityId instead.
EditorBreaking
Obsoleted: HierarchyProperty is now obsolete. Use HierarchyIterator which is based around EntityId instead.
EditorBreaking
Obsoleted: ISceneSearchEngine is now obsolete. Use ISceneSearchEngineV2. This uses the new HierarchyIterator instead.
EditorBreaking
Obsoleted: PickingIncludeExcludeListt is now obsolete, use PickingIncludeExcludeListV2 which is based around EntityId instead.
EditorBreaking
Obsoleted: ProjectBrowserDropHandler is now obsolete, use ProjectBrowserDropHandlerV2. This uses the new HierarchyIterator instead.
EditorBreaking
Obsoleted: Selection.activeInstanceID is now obsolete. Use Selection.activeEntityId, which is based around EntityId, instead.
EditorBreaking
Obsoleted: Selection.Contains(int) is now obsolete. Use Selection.Contains(EntityId), which is based around EntityId, instead.
EditorBreaking
Obsoleted: Marked the Experimental.Lightmapping CustomBake API as obsolete, Please use UnityEngine.LightTransport.IProbeIntegrator API to bake environment occlusion for an array of positions instead: public static void SetCustomBakeInputs(Vector4\[\] inputData, int sampleCount) public static extern void SetCustomBakeInputs(ReadOnlySpan&lt;Vector4&gt; inputData, int sampleCount) public static bool GetCustomBakeResults(Span&lt;Vector4&gt; results) public static bool GetCustomBakeResults(\[Out\] Vector4\[\] results) public static extern ReadOnlySpan&lt;Vector4&gt; GetCustomBakeResultsNoCopy().
GIBreaking
Deprecated: Deprecate GraphicsFormatUtility.IsPVRTCFormat().
GraphicsBreaking
Deprecated: Obsolete Universal Render Pipeline's Compatibility Mode (Render Graph disabled) is now hidden behind URP_COMPATIBILITY_MODE define.
GraphicsBreaking
Obsoleted: UnityEngine.Experimental.GlobalIllumination.Cookie.cookieID is obsolete. Please use UnityEngine.Experimental.GlobalIllumination.Cookie.cookieTextureEntityId instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
GraphicsBreaking
Obsoleted: UnityEngine.Experimental.GlobalIllumination.Cookie.instanceID is obsolete. Please use UnityEngine.Experimental.GlobalIllumination.Cookie.entityId instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
GraphicsBreaking
Obsoleted: UnityEngine.Experimental.GlobalIllumination.DirectionalLight.instanceID is obsolete. Please use UnityEngine.Experimental.GlobalIllumination.DirectionalLight.entityId instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
GraphicsBreaking
Obsoleted: UnityEngine.Experimental.GlobalIllumination.DiscLight.instanceID is obsolete. Please use UnityEngine.Experimental.GlobalIllumination.DiscLight.entityId instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
GraphicsBreaking
Obsoleted: UnityEngine.Experimental.GlobalIllumination.LightDataGI.InitNoBake(int) obsolete. Please use UnityEngine.Experimental.GlobalIllumination.LightDataGI.InitNoBake(EntityId) instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
GraphicsBreaking
Obsoleted: UnityEngine.Experimental.GlobalIllumination.LightDataGI.instanceID is obsolete. Please use UnityEngine.Experimental.GlobalIllumination.LightDataGI.entityId instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
GraphicsBreaking
Obsoleted: UnityEngine.Experimental.GlobalIllumination.RectangleLight.instanceID is obsolete. Please use UnityEngine.Experimental.GlobalIllumination.RectangleLight.entityId instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
GraphicsBreaking
Obsoleted: UnityEngine.Experimental.GlobalIllumination.SpotLightBoxShape.instanceID is obsolete. Please use UnityEngine.Experimental.GlobalIllumination.SpotLightBoxShape.entityId instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
GraphicsBreaking
Obsoleted: UnityEngine.Experimental.GlobalIllumination.SpotLightPyramidShape.instanceID is obsolete. Please use UnityEngine.Experimental.GlobalIllumination.SpotLightPyramidShape.entityId instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
GraphicsBreaking
Obsoleted: Made TreeView, TreeViewItem and TreeViewState obsolete. Use TreeView<int> variant instead or TreeView<EntityId>, where applicable.
IMGUIBreaking
Deprecated: Physics.autoSyncTransforms has been deprecated, if you require manual transform synchronization between Transform component data and physics component data please use Physics.SyncTransforms method instead.
PhysicsBreaking
Deprecated: Physics2D.autoSyncTransforms has been deprecated, if you require manual transform synchronization between Transform component data and physics2d component data please use Physics2D.SyncTransforms method instead.
Physics 2DBreaking
Obsoleted: Method SortChildren(node, recurse) with a bool parameter on Hierarchy and HierarchyCommandList is now obsolete. Use SortChildren(node) or SortChildrenRecursive(node) accordingly.
ScriptingBreaking
Obsoleted: Methods SetFlags, ClearFlags and ToggleFlags with a bool parameter to indicate if the operation is recursive are now obsolete. Use the new methods SetFlagsRecursive, ClearFlagsRecursive or ToggleFlagsRecursive accordingly.
ScriptingBreaking
Obsoleted: Properties Hierarchy and HierarchyFlattened on HierarchyViewModel are now obsolete and will be removed in a future update. Remove its usage from your code.
ScriptingBreaking
Obsoleted: Property Hierarchy on HierarchyFlattened is now obsolete and will be removed in a future update. Remove its usage from your code.
ScriptingBreaking
Deprecated: Removed the unused forceRelease parameter from the ImportBuffer Render Graph API to align with its resource management philosophy.
SRP CoreBreaking
X86_64 target architecture support is limited now. You can still use it, but it might be removed in the future.
AndroidBreaking
X86_64 target architecture support is limited now. You can still use it, but it might be removed in the future.
AndroidBreaking
The ETC legacy compressor has been removed from the Editor. Projects that were still using the ETC legacy compressor will now use the default ETC compressors.
GraphicsBreaking
Removed the overrideBuiltIns property making all builtin packages with semver version unable to be overridden.
Package ManagerBreaking
Added: Added a new API to reset an Animator or AnimatorControllerPlayable to its default state, in order to simplify pooling of animated characters.
AnimationAPI change
Added: Added FindAssetGUIDs methods that return an array of GUIDs instead of strings.
Asset PipelineAPI change
Added: Added LoadAssetByGUID method that accepts a GUID as an input argument.
Asset PipelineAPI change
Added: Added the ability to filter out overlays from EditorWindows.
EditorAPI change
Added: Added UnityEditor.EditorDialog, a new and improved way of displaying dialog boxes to users. See EditorDialog in the Unity documentation for more details.
EditorAPI change
Changed: Provided a builder API for the Blit Pass.
EditorAPI change
Changed: Selection.instanceIDs is now obsolete. Use Selection.entityIds, which is based around EntityId, instead.
EditorAPI change
Added: Added support for multi_compile, multi_compile_local and dynamic_branch pragmas in raytrace files. Added new Scripting API methods for setting shader keyword for RayTracingShader.
GraphicsAPI change
Changed: UnityEngine.Experimental.GlobalIllumination.PointLight.instanceID is obsolete. Please use UnityEngine.Experimental.GlobalIllumination.PointLight.entityId instead. EntityId is the new type for instance IDs and still implicitly casts to and from int for backwards compatibility.
GraphicsAPI change
Added: Added new method GetChildIndex on HierarchyFlattened and HierarchyViewModel classes: retrieve a node's index in its parent children list, using pre-computed data.
ScriptingAPI change
Added: Added new method GetHashCode on Hierarchy class: retrieve the hash code of a node, which can be overridden by the node's type, in its HierarchyNodeTypeHandler implementation.
ScriptingAPI change
Added: Added new method SetChildrenNeedsSorting on Hierarchy and HierarchyCommandList classes: force a node's children to be considered when executing a sort operation, which is useful when the ordering of nodes changed without setting a sort index.
ScriptingAPI change
Added: Added new method SetDirty on Hierarchy and HierarchyCommandList classes: Force an update of the hierarchy, even if no changes are pending. Useful when UI refresh is needed for example.
ScriptingAPI change
Added: Added new method SetEntityIds on DragAndDropData to allow storing Entity Ids instead of Objects.
ScriptingAPI change
Added: Added new method SortChildrenRecursive on Hierarchy and HierarchyCommandList, replaces SortChildren with a bool parameter to indicate if the operation is recursive.
ScriptingAPI change
Added: Added new methods BeginFlagsChange and EndFlagsChange on HierarchyViewModel to bundle flags change as a single operation. This is useful to avoid unnecessary hierarchy view model updates when multiple flags change operations result in no changes.
ScriptingAPI change
Added: Added new methods GetRoot and SetRoot on the HierarchyViewModel class. These methods allow you to get and set a custom root, effectively restricting the visibility to only the nodes under it, without affecting other nodes.
ScriptingAPI change
Added: Added new methods SetFlagsRecursive, ClearFlagsRecursive and ToggleFlagsRecursive on HierarchyViewModel replacing SetFlags, ClearFlags and ToggleFlags with a bool parameter to indicate if the operation is recursive.
ScriptingAPI change
Added: Added new property ChildIndex on HierarchyFlattenedNode struct: the child's index in its parent children list when the HierarchyFlattened was updated.
ScriptingAPI change
Added: Added new property entityIds on DragAndDrop to allow retrieving Entity Ids instead of Objects.
ScriptingAPI change
Added: Added new property Filtering on HierarchyViewModel indicating if the hierarchy view model is currently filtering the results, meaning a search query is currently set.
ScriptingAPI change
Added: Added new struct HierarchyViewModelFlagsChangeScope that can be used with a using statement to bundle hierarchy view model flags change.
ScriptingAPI change
Added: Added new virtual method GetNodeHashCode on HierarchyNodeTypeHandlerBase class: allows overriding the default computation of a node's unique identifier.
ScriptingAPI change
Changed: Introduced a new SceneHandle type, which replaces the use of int to store a scene handle. For instance, the Scene.handle property is now of SceneHandle type instead of int and might cause a binary compatibility issue. Other APIs still using int to represent a scene handle will gradually move to use SceneHandle in the future.
ScriptingAPI change
Added: Unity Consent: Added a new module with API to set user consent information.
ServicesAPI change
Added: Added a method in ShaderUtil to check whether the given compute shader is compatible with the given shader compilation platform.
ShadersAPI change
Added: Added a method in ShaderUtil to check whether the given shader pass is compatible with the given shader compilation platform.
ShadersAPI change
Added: Added SetRayTracingShaderPass to ComputeRenderGraphBuilder and UnsafeRenderGraphBuilder.
SRP CoreAPI change
Added: Added SetRenderAttachment, SetRenderAttachmentDepth, and SetRandomAccessAttachment to UnsafeRenderGraphBuilder.
SRP CoreAPI change
Added: Added a few selection manipulation utilities in ITextSelection.
UI ToolkitAPI change
Added: Added two new fields to UxmlElementAttribute:
UI ToolkitAPI change
Defaults to "Default" but can be set to "Visible" or "Hidden" to override the default behavior, which hides elements with namespaces starting with Unity, UnityEngine, and UnityEditor.
visibilityAPI change
Allows customization of the path where the element is displayed in the Project Library tab.
libraryPathAPI changeUUM-104888
Added: New supportExpressions attribute for IntegerField, LongField, FloatField, DoubleFIeld, UnsignedIntegerField, and UnsignedLongField. This attribute allows you to enable or disable expression evaluation for the field by modifying the set of permitted characters.
UI ToolkitAPI changeUUM-96460
Warning about UniversalRenderPipelineGlobalSettings into URP Samples package
Asset - DatabaseKnown issueCautionUUM-111391fixed 6000.2.0b13
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
Licensing Client fails to launch when opening Unity Hub (licensing client path is not found) [Hub version 3.13]
HubKnown issueCautionUUM-110923open 6000.1.14f1
[iOS] The Player freezes and "Execution of the command buffer was aborted due to an error during execution." error is continuously logged
MetalKnown issueCautioniOSUUM-111494open 6000.0.61f1
Custom Skybox shader does not render all Skybox's faces in Standalone Player for Meta Quest when 'Allow Material Override' is enabled in ShaderGraph
SRP XRKnown issueCautionXRUUM-107763open 6000.3.0a2
Added the Overview feature to the Highlights Profiler module.
Profiler
Fixed the Sprite Editor Toolbar module dropdown visual overlap when selecting an imported non-sprite texture in a 3D project.
Added a message so the macOS Editor can properly ask the user for permission to access the microphone. This fixes a bug where if the Editor was launched via './run', instead of the Unity Hub, the microphone would not work.
Fixed floating license cleanup and concurrent license update in LicensingClient 1.17.1.
Editor
Fixed a potential exploit in the Windows Editor Installer.
InstallerSecurityWindows
Added app category support to allow users to retain Android 15 orientation and rotation behavior when running on Android 16.
AndroidFeature
Added new functionality to the Editor dialog box API that will allow for icon choices, and opt out choices. Refer to EditorDialog in the Unity Documentation for more details.
EditorFeature
Added performance indicators to the Windows Editor launch window. These indicators display when the Editor is built from source or the Developer Mode Editor preference is enabled.
EditorFeatureWindows
Added the ability to dock overlays as full-height dynamic panels in the Scene view.
EditorFeature
The main Toolbar of the Editor is now extensible and customizable.
EditorFeature
Engine Diagnostics:
Engine DiagnosticsFeature
Added options in the Project Settings and Build Profile windows to enable or disable engine diagnostics data collection. This feature is enabled by default in new Unity 6.2 projects. Scripting:
FeaturesFeatureWindows
Added ConsentState.AnalyticsIntent and ConsentState.AdsIntent APIs. Use these APIs to define the purposes of data processing.
FeaturesFeature
Added a new lightmap packing algorithm based on the third-party xAtlas library. This packer is now the default for new scenes, while older scenes will automatically continue to use the previous packer.
GIFeature
Added Split Graphics Jobs support to Metal.
GraphicsFeature
Added support for hit shaders in .raytrace files. The GPU executes the hit shaders by default if the expected Shader Pass (specified using RayTracingShader.SetShaderPass) is not found in .shader files used by geometries in the acceleration structure.
GraphicsFeature
Backport metadata reductions: reduce size of string literal data and type definition data by computing the length of each string during deserialization, removing Il2CppTypeDefinition::elementTypeIndex, and encoding the elementType in Il2CppTypeDefinition::parentIndex.
IL2CPPFeature
Added a clear warning message for users when a package has an invalid signature.
Package ManagerFeature
Added Errors and Warnings section in the sidebar.
Package ManagerFeature
Added the pinnedPackages optional property to the project manifest. This feature forces specified direct dependencies to use their exact manifest versions during package resolution and project update.
Package ManagerFeature
Added a template browser accessible through the Create menu. Users can designate any Shader Graph asset as a template in the Asset Inspector.
ShadergraphFeature
Added support for additional UV channels where applicable.
ShadergraphFeature
Added the ability to connect to player builds in the Render Graph Viewer.
SRP CoreFeature
Added BR tag for ATG.
TextFeature
Added Sprite tag to ATG.
TextFeature
Added new filters to UI Toolkit, allowing you to apply tint, opacity, invert, grayscale, sepia, blur, contrast, and hue-rotate effects on VisualElement objects.
UI ToolkitFeature
Implemented dashed pattern in Painter2D Strokes.
UI ToolkitFeature
Added Kawase and Dual filtering options for Bloom. These filters trade quality for performance and are primarily intended for mobile platforms: Kawase filtering is optimized for smaller resolutions. Dual filtering is suitable for larger resolutions. * Gaussian filtering remains the best choice for quality and stability. Each filter requires unique settings to achieve visual parity.
Universal RPFeature
Added support for BaseColorMapMode in unlit output.
VFX GraphFeature
Added a button for connecting to the Unity Profiler in the Default and PWA Web templates.
WebFeature
Added a Web Profiling dialog to start a Unity Profiler session and show the profiler's IP address and port.
WebFeature
Added tooltips to properties for the TilesetImporter editor.
2DImprovement
Added profiler markers to PlayableDirector and PlayableOutputs to facilitate profiling for Timelines.
AnimationImprovement
Improved evaluation performance of Animation Components which are animating large amounts of properties.
AnimationImprovement
Improved memory allocations related to Animator callbacks, leading to improved performance.
AnimationImprovementUUM-107293
CAMetalDisplayLink is now enabled by default.
Apple TVImprovement
You can set ID3D12GraphicsCommandList::IASetVertexBuffers once instead of several times in a loop inside GfxDeviceD3D12Base::DrawBuffersCommon.
DX12ImprovementUUM-109282
Added a tooltip to the Create button in the Project Browser. The tooltip reads: "Create new Asset."
EditorImprovement
Added new Editor asset icons for Texture2DArrays, Texture3Ds, and CubemapArrays.
EditorImprovement
Added support for generating CubemapArray thumbnails in AssetPreview.
EditorImprovement
Added two new states to the dynamic panel: toolbar and collapsed.
EditorImprovement
Improved Editor startup time by deferring package manager setup until licensing is ready.
EditorImprovementUUM-99942
Modified the Editor Launch Screen close button on Linux to dim and become non-interactible after a user selects it.
EditorImprovementLinux
Modified the Editor Launch Screen close button on macOS to dim and become non-interactive after you select it.
EditorImprovementmacOS
Removed the Reset Size option from the Overlay contextual menu for overlays that are not actually able to be resized by the user.
EditorImprovement
Updated code generation option labels in PlayerSettings to better reflect their purpose: Changed Faster runtime to Optimize for runtime speed. Changed Faster (smaller) builds to Optimize for code size and build time.
EditorImprovement
Now ask the user to save any unsaved scenes before baking reflection probes in HDRP.
GIImprovement
Reflection probe transform can now be rotated in URP.
GIImprovement
Optimized Skinned Mesh Renderer matrix calculations to enable Unity to parallelize these calculations, even when using the non-optimized import setting.
GraphicsImprovementUUM-105251
Made a small performance improvement in isinst checks generic types with generic variance.
IL2CPPImprovement
Improved time for the Package Export window to show up.
Package ManagerImprovement
Renamed the API parameter rot to rotation in Rigidbody.MoveRotation() to ensure consistency with Rigidbody.MovePosition().
PhysicsImprovementUUM-104638
Removed code that supported passing project settings objects (such as PlayerSettings and QualitySettings) to Instantiate() or loading them from AssetBundles. This change reduces binary size across all platforms, with a reduction of approximately 100KB on Web platforms.
PlayerImprovement
Upgraded DLSS3 (v3.7.2) to latest DLSS4 (v310.3.0): added DLAA quality mode &amp; DLSS Render Preset options under HDRP Dynamic resolution DLSS settings.
PluginsImprovement
Added a range of UX feedback collected during additional testing of the Profiler Overview feature.
ProfilerImprovement
Added support for native allocation call stacks in Memory Profiler 1.1.6. Use the -enable-memoryprofiler-callstacks command-line argument to enable this feature on desktop and mobile platforms.
ProfilerImprovement
The Profiler Overview's lists of top markers now combine marker instances within a frame and link to the CPU Hierarchy where appropriate.
ProfilerImprovement
Multidisplay monitor commandline argument.
QNXImprovement
Added an option to Custom Interpolators to change the interpolation type, such as no interpolation or centroid.
ShadergraphImprovement
Added both preference and setting path for variant limit exceeded warning message.
ShadergraphImprovementUUM-104591
Added the ability to promote subgraph properties to the final shader.
ShadergraphImprovement
Addressed an issue where the far right toolbar dropdown was difficult to interact with.
ShadergraphImprovementUUM-105177
Improved resizing behavior for custom property and function inspectors.
ShadergraphImprovementUUM-103867
Improved shader variant exceeded message to direct users to both project settings and preferences.
ShadergraphImprovementUUM-104591
Improved spacing of a certain toggle on the shader graph preferences page.
ShadergraphImprovementUUM-104088
Modified the Heatmap asset help button so it now redirects to Shader Graph documentation.
ShadergraphImprovementUUM-103974
Subgraphs with a non-previewable first output now default to having no node preview.
ShadergraphImprovementUUM-102007
Improved build time for shaders with multiple subshaders and passes but few variants.
ShadersImprovement
Added backbuffer as target support for AddBlitPass Render Graph utility.
SRP CoreImprovement
Added validation for the AddBlitPass function to ensure proper handling of null source textures.
SRP CoreImprovement
Optimized the AddBlitPass utility to use AddCopyPass when applicable.
SRP CoreImprovement
Updated the Render Graph Viewer to automatically refresh when changes occur in the render graph execution.
SRP CoreImprovement
Added the ability to change the TreeView item indent with a custom style property called --unity-tree-view-indent.
UI ToolkitImprovementUUM-44460
Improved layout cache management.
UI ToolkitImprovementUUM-105812
Migrated various control tests to the new UITK test framework.
UI ToolkitImprovement
Upgraded USS parser. This includes more robust handling of selectors and tokens, with stricter validation and clearer error reporting. This upgrade may expose previously unnoticed invalid USS in your projects.
UI ToolkitImprovementUUM-102246
Added API documentation for SetRenderAttachment/SetRenderAttachmentDepth/SetInputAttachment to specify the limitation when using the same render texture with different depth slices at different render target indices.
Universal RPImprovementUUM-103981
Small optimization: removed unneeded intermediate textures for Forward+ in Editor.
Universal RPImprovement
Improved CPU performance by reducing internal dereferencing of PPtr.
VFX GraphImprovement
Improved VFX default resources.
VFX GraphImprovement
Users can now insert a template into an existing graph at a chosen initial position to avoid nodes from overlapping.
VFX GraphImprovement
VFX Graph: Enabled sticky notes to be added to groups and improved the color theme.
VFX GraphImprovement
Added warning when Sprite Outline is set to beyond the boundary of Sprite so artifacts in sprite assets can be found and fixed.
Fixed an issue where Palette camera position and zoom were not stored and restored when the Tile Palette was reopened.
Fixed in 6000.3: implicit truncation of vector warning that is thrown after building in Universal2D Core template in Hidden/Light2D shader. This issue was introduced in LightingUtility.hlsl from 6000.1.x onward.
2DFix
Fixed issue where RigidBody2Ds could affect shadow caster size when using a Collider2D as a casting source.
Fixed issue with the TilemapRenderer when the TilemapRenderer has a Mask Interaction set to None and the user uses a shader which utilises the stencil buffer, and the stencil settings in the shader are not respected.
Fixed TextureImporter meta file modification when reimporting a texture while the "Default Behaviour Mode" is set to 2D for new imported files.
Fixed: Agent was taking steps back while trying to correct the path it had computed through the NavMesh.
NFixed: avMesh.CalculateTriangulation() now returns triangles in the same order every time the navigation system uses the same set of NavMesh polygons.
Enforced the use of Streaming Assets extensions for the noCompress string in Android Gradle projects to avoid problems with too many entries in the list, which could cause Gradle builds to fail.
Fixed a bug where calls lead to a state where starting new audio streams caused a main thread stall.
Fixed crash on GameActivity, when touching screen with 9 fingers or more. GameActivity only supports up to 8 fingers touching screen at the same time.
Fixed issue so 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.
Fixed issue where RenderBufferLoadAction.DontCare is ignored in some situation when switching between use of RenderPass API and SetRenderTarget.
Fixed issue where Vulkan was preferred over GLES even though the drivers were detected as incompatible.
Fixed an issue where a state machine state's name would be extending beyond the bounds of the node if the name was too long.
Fixed an issue where sampling nested humanoid characters in the AnimationWindow could leave the hierarchy modified after going out of preview.
Improved warnings associated with automatic calculations for 2D blend trees where some or none of the clips have any velocity.
Improved warnings associated with Homogenous Speed calculations for blend trees where some or none of the clips have any velocity.
Fixed indeterminism of artifact ids which could occur when importers set dependencies to other assets.
Fixed asset Import workers that could get out of sync with their main editor process, rendering them unable to load assets.
Fixed issue where editor crashes and a window with "GetManagerFromContext: pointer to object of manager 'MonoManager' is NULL (table index 5)" error is thrown when launching a project with a corrupted library.
Fixed a sudden dropout of high-priority sounds in the game under rare circumstances. This issue occurred when playing multiple new Audio Sources on the same frame as having stopped Audio Sources, while exceeding the number of real voices available in the system.
Fixed an issue where the "Audio Resource" field on an Audio Source in some cases wouldn't be properly updated in prefabs.
Added preservation of "+" characters in bug report data by ensuring correct string encoding.
Bug ReporterFix
Fixed a bug on Linux where bug reporter fails to automatically attach the project after crash. (SUS-5761)
Bug ReporterFixLinux
Fixed that player builds using IL2CPP on Linux would have truncated stacktraces if Burst was in the callstack. (BUR-2858)
BurstFixLinux
Removed Google Analytics disclaimer from Asset Store documentation.
DocumentationFix
Fixed by displaying more details in the log message and displaying them only once to avoid spam.
Fixed: Added a filter to disable DX12 on devices that don't support feature level 12 and fallback to DX11. The filter also turns off graphics jobs, if the device has at most 4 CPUs or less than 4 GB of VRAM.
DX12Fix
Added missing on-hover style for the Gradient preset and Scene Hierarchy kebab menu buttons.
Added new callback onDeleteArrayElementCallback to ReorderableList. This is called from the "Delete Array Element" context menu to let you control the removal, like onRemoveCallback.
Added Scene Filter allowing Hierarchy to filter only on object of a specific scene (https://jira.unity3d.com/browse/RAT-2266). (RAT-2266)
EditorFix
Added Scene Filter allowing Hierarchy to filter only on object of a specific scene.
EditorFix
Changed the TextInputBaseField Blur behaviour so that it now resets and scrolls the text back to the start when focus is lost.
Fixed a bug causing issues with keywords in material variants to not change when reverting a property override.
Fixed a bug where the 'RectTransform' component values were set to NaN when scaling UI elements using the Scene Rect Tool.
Fixed a bug whereby when evaluating an interrupted transition, the Animator writes the last evaluated values for all values instead of correctly defaulting to the state's current configuration.
Fixed an bug that was causing error spam to the console if an HDRP scene had a terrain without GPU instancing enabled and wireframe mode was turned on in the Scene View.
Fixed an issue where camera rotation could cause ShadowCaster2Ds to be incorrectly clipped.
Fixed an issue where Scene view gizmo icons were not loaded properly if "Load textures on demand" was enabled in project settings.
Fixed an issue where the "Load texture data on demand" editor option was erroneously being applied to textures that have their data stored in a temporary memory location. (These textures must read their texture data immediately).
Fixed an issue where the CubemapArray inspector would not render correctly (while spamming errors in the console) under certain circumstances.
Fixed an issue where the Frame value field didn't update when using the increment/decrement arrows in the Frame Debugger if the value was manually inputted.
Fixed an issue where using EditorUtility.CopySerialized with textures could break the Texture Streaming's texture size tracking.
Fixed an issue which could cause moving the Editor Launch Screen to appear jittery on Windows on scaled displays.
Fixed Awaitables that use main thread affinity logic for continuations so they are not hanging when paused in play mode.
Fixed crash that could occur when repeatedly performing actions that require a progress dialog such as saving and entering play mode at the same time.
Fixed fied object reflection missing on a Planar Reflection Probe when rotating the camera to certain angles with the Realtime Raytracing quality setting enabled.
Fixed hang where the Editor could hang on Linux when running under a misconfigured display session.
Fixed HierarchyV2 to now support FindInScene functionality. (RAT-2289)
EditorFix
Fixed IMGUI EditorGUIUtility.labelWidth value being changed by the Scene View UI. This could impact other windows drawn afterwards.
Fixed IMGUI Errors on LinuxEditor arising when RepaintImmediately() called on window currently being painted.
Fixed issue on macOS where a dropdown can appear very far away from the button that was clicked.
Fixed issue where components were visible in the Add Component menu when \[AddComponentMenu("")\] was used.
Fixed issue where the CrashReporter was improperly getting EngineDiagnostics value during runtime.
EditorFix
Fixed issue where the Unity Editor would still open after a user terminated the launch screen during project load.
Fixed issue with a Build Profile tooltip not showing correct path to Build Profile asset if it was moved.
EditorFix
Fixed method decorated with HideInCallstack attribute being opened by IDE instead of the caller method.
Fixed missing icons for brush attributes and target density for built-in Terrain Tools. (WBTRB-147)
EditorFix
Fixed packages selected will be kept even when switched away to other platforms on platform discovery window when creating build profiles.
Fixed ray tracing shaders from .shader files ignoring Strict shader variant matching option from Player Settings.
Fixed regression that caused the wrong info / help icons to show in the editor UI for the SRPs.
Fixed Screen Space Lens Flare override inspector error when there no render (game or scene view).
Fixed SerializedProperty errors that could occur when editing and canceling the edit for an int2 followed by float2.
Fixed t: that was inserting a pill (https://jira.unity3d.com/browse/RAT-2271). (RAT-2271)
EditorFix
Fixed warning about inability to create a file containing "~UnityDirMonSyncFile~" in the filename located in a modules file.
Fixed warnings in console when creating a new scene from template with assets with package manager samples.
Fixed when a BuildProfile is renamed, update the BuildProfileEditor to refresh the name displayed.
Fixed PlayerSettings icon APIs so that GetIcons, GetIconsForTargetGroup, GetIconSizes, and GetIconSizesForTargetGroup return the correct icon arrays for the provided NamedBuildTarget or BuildTargetGroup argument.
Fixed: Ensure preference to accept to modify the Diagnostics page stays valid for the life of the SettingsWindow.
Fixed: Ensure we do not rebuild the SearchBaseCollection view if the fixedItemHeight hasn't changed.
Fixed: https://jira.unity3d.com/browse/UUM-108146 NullReferenceException thrown when Terrain component is removed and re-added with the existing Terrain data.
Fixed: If user opens a color picker popup window from the inspector during domain reload, they no longer get errors on console when the domain reload completes.
Fixed: Loading RenderDoc in Windows Editor does not crash when GPU skinning(Batched) is enabled.
Fixed: Simplify how indexing can be configured by enforcing a single index policy.
EditorFix
Fixed: SpeedTree meshes and objects count differs when comparing the numbers in the Player with the Editor.
Fixed: The additional actions button no longer erroneously shows in the footer of the build profile window when multiple build profiles are selected.
Fixed: The additional actions button no longer erroneously shows in the footer of the build profile window when switching from build profiles to classic platforms.
Fixed: The UI Builder stylesheet will no longer be applied to elements in the library preview popup window.
Removed an assert to replace it with a debug assert due to an issue with hierarchical animation component.
Removed the edit mode buttons from the reflection probe inspectors and added them as overlays.
EditorFix
Removed the need to use the uxml traits property bag when resolving the name of an element during serialised data attribute override generation.
Removed unused X11 functions.
EditorFix
Replaced StateCache's BinaryFormatter implementation (which is obsolete in NET 8) with custom binary serialization handling. (RAT-2303)
EditorFix
Enabled CPU lightmapper on Apple Silicon Editor and Windows on ARM Editor by running CPU lightmapper using x64 emulation in a separate process.
Fixed a bug where projects using Adaptive Probe Volumes would have high memory usage in Editor, especially when the project contains many scenes that use Adaptive Probe Volumes.
Fixed: Added error handling and checks to ensure that the JobProcess is not attempted to be used on MacOS Arm64 unless Rosetta 2 is available.
GIFixmacOS
Fixed: Group lighting related settings in the UniversalRenderPipelineAsset.
GIFix
Fixed: Out of bounds mesh LOD assert during light baking that happened when a mesh had additional vertex streams, a non-zero GI mesh LOD index and additional vertex stream mesh without the same number of mesh LODs as the main mesh.
Rewrote parts of APV probe placement in order to 1) fix MacOS probe placement bug, and 2) make Windows and MacOS use the same code path.
GIFixWindowsmacOSUUM-73280fixed 6000.3.0a2
Fixed a potential deadlock that could freeze players when loading or unloading AssetBundles with threaded texture uploads enabled.
Fixed an issue where performing certain actions such as baking reflection probes could cause assertions to be hit.
Fixed an issue with "Rendering Layers" in Decal Projector contains the 24th layer or above on URP, decal projection does not work properly.
Fixed BatchRendererGroup's OnPerformCulling to function now correctly checks for job safety between the provided buffers and the JobHandle returned by the user.
Fixed corner case with native render pass emulation workflow where render target was not set correctly before clearing depth buffer.
GraphicsFix
Fixed duplicated color resolve when mixing native render pass and set render target workflows.
Fixed memory corruption caused by inconsistent reflection probe metadata.
GraphicsFix
Fixed shadow culling not working correctly for intermediate renderers like Graphics.RenderMesh or Terrain.
Fixed: Compressed texture atlases no longer produce invalid mipmaps for smaller atlas items by limiting the number of miplevels. This is based on the miplevel where the smallest atlas item is exactly one compression block large.
Fixed: The texture FilterMode would default to Point filtering on some iOS and OSX devices when mipmap streaming was enabled, this has been fixed.
Removed an assert exception in UnityEngine.Rendering.CreateDrawBatchesJob.ProcessRenderer when changing a material property of a material used in MeshRenderers with multiple submeshes, after re-importing URP or HDRP.
Fixed SSR debug modes causing an exception when they are enabled.
HDRPFix
Fixed issue where some references type values only stored in a struct field would not be reported in the memory profiler.
Fixed: Resolved issue with the Siri Remote (Gen2) where navigating with the Directional Pad caused buttonSouth to become true. This was due to OS propogating A button events after a D-Pad click (rather than a swipe).
The back and forward buttons on Windows were switched when their state was read in the Input System. The issue is now fixed.
Input SystemFixWindowsUUM-105141fixed 6000.2.0b4
Made internal changes to FMOD.
AudioChange
Updated the UI of the Bug Reporter to remove the small cross buttons at the end of each text input field.
Bug ReporterChange
Changed dynamic panel sizes to use pixels instead of percentages.
EditorChange
Renamed the Diagnostics section in the Preferences menu to Editor Diagnostics.
EditorChange
The Game view rendering statistics window now displays a warning of incorrect triangle and vertex count when indirect draw calls are issued, such as is the case with GPU Occlusion Culling.
EditorChangeUUM-102572
The shader variant limit option in Shader Graph Project Settings now requires an opt-in override toggle.
EditorChangeUUM-108905
Updated the AI toolbar button to also install the Inference Engine.
EditorChange
Updated verbose Unity version strings in the About window to display a Git commit hash and Git branch name instead of progress and digress numbers.
EditorChange
Updated GatherDependenciesFromSourceFile to trigger a warning when using AssetImporter.GetAtPath. (CPN-1363)
EditorChange
The OpenCL based GPU lightmapper is now the default for new projects and new lighting settings assets.
GIChange
Ported HDRP to the Native Render Pass Render Graph API.
HDRPChange
Updated the Package Manager window to display completely non-compliant scoped registries.
Package ManagerChange
Increased the default frame count in the Unity Profiler to 2,000.
ProfilerChange
Isolated post-processing URP compatibility mode from Render Graph mode. Split PostProcessingPass into two independent classes for compatibility mode and render graph. Compatibility mode post-process code is now in the Universal.CompatibilityMode namespace.
Universal RPChange
Updated global settings for URP empty scene template. It will now have rotating reflection probes enabled when creating a new URP project.
Universal RPChange
Updated FullScreenRenderPass to use AddCopyPass and AddBlitPass utilities when applicable (e.g., fetchColorBuffer enabled and no texture requirements).
URPChange

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