6000.0.6f1: [RenderGraph][D3D12] Crash on D3D12SwapChain::Present when using AddComputePass with EnableAsyncCompute(true) and UseTexture
6000.3.14f1
LTS · Released Apr 22, 2026 · Changeset d68c3f99a318 · 98 release notes
6000.2.0a10: Crash on TexturesD3D12::CreateTextureInternal() when opening a project for the first time
6000.3.0a3: Crash on Umbra::QueryExt::queryStaticShadowCasters when baking a custom Reflection Probe with the minimum Near Clipping Planes value
Crash on xatlas::internal::pack::Atlas::findChartLocation_bruteForce when generating the lighting
Crash with multiple StackTraces when building lighting in a Specific Scene
Crash on "core::base_hash_set" when using nested [SerializeReference] fields in List<T> structures
Changed: Expose JobHandle.GetHashCode and Equals and ==/\!= operators when ENABLE_UNITY_COLLECTIONS_CHECKS is not defined.
EditorAPI change
Added: Added a new API to clear a VisualElement's inline styles (element.style.Clear()).
UI ToolkitAPI change
6000.3.0a5: URP Decals become invisible when over 1000 units away from the camera
ShaderVariantCollection.variantCount and ShaderVariantCollection.shaderCount returns 0 in Builds
Color parameter is ignored when creating dynamic text in a UI Document with DrawText()
Switching platforms will trigger shader-related warnings (TraceTransparentRays)
Game freezes after command buffer Timeout error
macOS stutters in a minimal project in the Editor in Play Mode
Editor memory leak in VisualElement when recompiling in a blank URP project
Materials move to other GameObjects in a Prefab when disabling a child GameObject in Prefab Mode with an open SubScene
Fixed scaler data UI construction in the Adaptive Performance profiler module.
Adaptive PerformanceUUM-138268fixed 6000.6.0a3
Added a preventive measure to the JPEG decoder used by the "ImageConversion" class to prevent denial-of-service through the exploitation of the LJT-01-003 vulnerability. Unity will now automatically abort the decoding of JPEG files after decoding 1000 progressive scans.
GraphicsUUM-129186fixed 6000.6.0a3
1.0.1 to 1.1.0
5.1.5 to 5.1.6
2.3.3 to 2.3.4
1.5.1 to 1.6.0
1.5.1 to 1.6.0
1.2.1 to 1.3.0
2.6.0 to 2.6.1
UI Toolkit: Introduced a UXML upgrade framework for applying automated UXML upgrades to fix common issues and deprecated patterns. This can be accessed from the VisualTreeAsset inspector or through script via UnityEditor.UIElements.UxmlUpgradeService.
UI ToolkitFeature
Added an option in the UI Builder to export the UXML Attributes of elements in alphabetical order.
UI ToolkitImprovement
Improved GPU performance by reducing the area where edge antialiasing is applied on default meshes.
UI ToolkitImprovement
Improved performance of VisualElement.UpdateWorldTransformInverse.
UI ToolkitImprovement
Updated the default settings for the Meta Quest Build Profile's custom Quality Setting.
XRImprovement
Added support for using Unity Recorder with the 2D renderer.
Sprite flicker / draw call fluctuation when Sprite Skins are culled.
Fixed a potential crash when using the Accessibility APIs.
Fixed player crash caused by UI Automation accessing invalid pointer on Windows 10.
Fixed AssistiveSupport playmode tests that were failing on Windows 10 and reenabled them.
Refactors adaptive performance logging for performance. No functional change.
Fixed crash drawing debug visualisation for an agent with small radius and a far away destination.
Fixed a crash that would occur when using URP with the Depth/Stencil buffer disabled in Player Settings on Android.
Fixed an issue with artifacts on Pixel 10 with shaders that use discard or clip.
Fixed an issue where some ParticleSystem properties would be causing errors and warnings when added to AnimationClips and sampled in the AnimationWindow.
Fixed exception being thrown when calling Pipe.GetAvailableData from IRealtime.Process in a scriptable generator.
Fixed Memory Leaks when using Compressed In Memory setting on Non-Chromium Web Browsers.
Performed periodic full flushes when too many command buffers were pending.
Reduced critical crashes when minimizing (via Alt-Tab) "Exclusive Fullscreen" window in Player by pausing rendering. Other modes and graphics APIs are not affected. For better stability consider using "FullScreenWindow" (borderless) mode (https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/).
Added a Reset button to Adaptive Performance Settings.
Fixed a NullReferenceException when clicking Preview in some docked Build Profiles windows.
Fixed an exception thrown when changing default volume profiles in Graphics Settings.
Fixed an issue where Domain Reload still occurred with Domain Reload on Enter Play Mode disabled if the upgrade of EditorSettings.asset failed, or was reverted/modified manually.
Fixed an issue where HDR Colors weren't correctly recorded in the Animation Window.
Fixed an issue where loading a VFX asset from an AssetBundle was causing a crash when Type Trees are disabled and a development player build.
Fixed deadlock race condition when loading and unloading content files in the editor.
Fixed inconsistent hashcode generation for Volume Profiles.
Fixed InvalidOperationException: EnsureRunningOnMainThread occurring when using Bitmap text in the Editor.
Revert startup time optimization so Graphics Device initialization can see native plugins again.
Specific ScriptableObject asset names no longer cause warnings when opening the Build Profiles window.
Substract waitfromlastpresentation time from cpuactivetime when no vsync is on.
\[Linux\] Fixed cases where incorrect GTK usage produced errors in the Console.
Fixed a bug where shadowmask or subtractive shader variants were erroneously stripped when no single scene contained both shadowcasting mixed lights and baked lightmaps or light probes.
Added SystemInfo.SupportsTypedUAVShaderLoadStoreOnGraphicsFormat() for checking format support on given hardware when doing shader typed load/store on UAVs. Applicable to DX11 and DX12.
Fixed a crash that would occur in Vulkan swapchain when it would acquire next image.
Fixed a crash when using GPU skinning on Adreno devices.
Fixed an incorrect thread-safety error check in the Vulkan Editor.
Fixed an issue with mip streaming when using Vulkan and GraphicsJobs.
Fixed compute skinning artifacts or crashes when using Vulkan.
Fixed crash when using shaders with unused vertex attributes on some Adreno Vulkan drivers.
Fixed graphical corruption when using dynamic resolution with STP upscaling when using the Metal graphics API.
Fixed incorrect UVs on some Adreno 7xx driver versions when using Vulkan.
Fixed missing alpha channel when using DXT1 texture with 1bit alpha with OpenGL.
Fixed ReadPixels when using OpenGL for readbacks into destination texture that is wider than the readback rect.
Used glClear instead of clear quad when possible to avoid artifacts on some older Android devices.
Fixed a NullReferenceException when inspecting Custom Pass volumes with DRS enabled.
Corrected C++ warnings in libil2cpp code.
Fixed C++ pointer aliasing issue that could cause invalid code generation.
Fixed "Build and Run" Launching Linux Player twice.
Fixed a crash on older CPUs caused by SDK object files using feature beyond SSE2.
Fixed issue where loading a Profiler capture while actively recording would mix loaded data with frames that hadn't finished processing.
Fixed Profiler screenshots not recording on Vulkan.
Fixed EditorToolContext behavior that could prevent regular GameObject selection in the scene.
Added main-thread guard in ScriptingCoverage::FilterRecordedMethods for thread safety during script reload.
Fixed an issue where modifying a struct field in the OnAfterDeserialize when invoked on a boxed struct object corrupted the object's memory. The interface method invocation target now points to the struct data of the boxed object.
Fixed an issue where Material.FindPass(...) returned -1 during Awake() or Start() for SRP shaders in Player builds.
Added new attribute, UxmlCreateInstanceMethod. Specifies a method to use for creating instances instead of the default constructor when using UxmlElement.
UI ToolkitFix
Added search functionality to the builder hierarchy.
UI ToolkitFix
Added search functionality to the builder stylesheets.
UI ToolkitFix
Disabled UITK GPU performance testing on Microsoft Basic Renderer.
Fixed 9-slices with "Antialiased Arc Encoding" SVGs.
Fixed corners on Mac that would show an invalid pixel on the very edge.
Fixed coverage (arcAA) issue with SVG Gradient.
Fixed VectorImage import ignoring the viewport.
Fixed viewport options not exposed for SVG VectorImages.
Patched missing pixels caused by some T junctions.
UI Toolkit Test Framework: Standardize panelSize for Editor test fixtures.
Fixed an issue where on-tile PostPro had a different result compared to traditional PostPro when Color Space was set to Gamma.
Prevent crash prone race condition in PrepareVFXRenderNodes.
Fixed WebGPU errors when the project maximum memory is greater than 2GB.
Updated WebGPU binding library for general improvements and memory fixes.
Fixed incorrect resolve attachment being selected when MSAA camera color attachment is copied using frame buffer fetch.
Compressed In Memory setting defaults to Decompress On Load on Chromium-Based Web Browsers to avoid Memory Leaks.