6000.0.61f1: Crash on tlsf_free when generating Font Atlas with SDF16 or SDF32
6000.3.15f1
LTS · Released May 8, 2026 · Changeset c1aa84e375f6 · 121 release notes
6000.0.6f1: [RenderGraph][D3D12] Crash on D3D12SwapChain::Present when using AddComputePass with EnableAsyncCompute(true) and UseTexture
Added: Added the angularVelocity property to the Collision type.
Added: Added the bodyAngularVelocity property to the ContactPairHeader type.
Added: Added the bodyLinearVelocity property to the ContactPairHeader type.
Added: Added the linearVelocity property to the Collision type.
Added: Added the otherBodyAngularVelocity property to the ContactPairHeader type.
Added: Added the otherBodyLinearVelocity property to the ContactPairHeader type.
Added: Added the thisAngularVelocity property to the Collision type.
Added: Added the thisArticulationBody property to the Collision type.
Added: Added the thisBody property to the Collision type.
Added: Added the thisGameObject property to the Collision type.
Added: Added the thisLinearVelocity property to the Collision type.
Added: Added the thisRigidbody property to the Collision type.
Added: Added the thisTransform property to the Collision type.
ShaderVariantCollection.variantCount and ShaderVariantCollection.shaderCount returns 0 in Builds
Game freezes after command buffer Timeout error
macOS stutters in a minimal project in the Editor in Play Mode
DX12 Graphics API is not used, when it is first in the graphics API list
Materials move to other GameObjects in a Prefab when disabling a child GameObject in Prefab Mode with an open SubScene
Fixed help button scaling of the Virtual Texturing Profiler module on multi-monitor setups with several pixel densities.
GraphicsUUM-137763fixed 6000.5.0b7
Fixed the link to the Virtual Texturing Profiler module documentation.
GraphicsUUM-137763fixed 6000.5.0b7
Fixed Linux Automatic Toolchain Installer not installing Arm64 sysroot for Linux Arm64 Server.
Updated MbedTLS to version 3.6.6 to address some (minor and likely unexploitable) security vulnerabilities.
NetworkingUUM-140908fixed 2022.3.76f1
1.10.0 to 1.13.1
2.0.14 to 2.0.15
2.5.3 to 2.6.0
2.11.0 to 2.11.1
3.1.4 to 3.1.5
3.1.4 to 3.1.5
3.1.4 to 3.1.5
3.1.4 to 3.1.5
3.1.4 to 3.1.5
1.10.0 to 1.11.0
1.2.1 to 1.3.0
com.unity.platformtoolkit.steam@1.0.2
com.unity.platformtoolkit.playgamesservices@1.0.1
com.unity.platformtoolkit.gdk@1.0.1
com.unity.platformtoolkit.gamekit@1.0.1
com.unity.platformtoolkit@1.0.1
Updated the bundled 7-Zip to version 26.01.
Build SystemImprovement
Added player settings toggle to enable metal display link (without resorting to code).
iOSImprovement
Switch to ca display link on serious/critical thermal state.
iOSImprovement
Fixed crash on ShaderPropertySheet::FindPropertyIndex when opening a specific project.
Fixed missing lighting and shadows in the preview camera when using URP 2D.
Fixed accessibility nodes being created with duplicate IDs after wrapping around the max ID value.
Clamped the adaptive-performance recomputed descriptor size to 1 to avoid errors in zero sized render texture.
Fixed NavMeshAgent getting stuck on corner of a box obstacle when moved with navAgent.Move.
Fixed Switch Pro gamepad triggers being non-functional on Android when the controller reports L2/R2 as button events instead of axis events.
Fixed ArgumentOutOfRangeException when selecting a transition to a short looping animation in the Animator window.
Fixed slow memory leak of D3D12 fences in large scenes.
Make sure that we are not accessing arrays with negative indices.
Added the None to the Type Picker in UI Builder.
Copy to clipboard works for query containing special characters like \{ \}.
Fixed an issue where nested tags did not work with ATG.
Fixed an out of range exception when using Underline with TextCore.
Fixed Anchor Presets UI not responding to Shift/Alt Modifier keys in LinuxEditor.
Fixed multi edit for enum values.
Fixed off-center Provider Name list in Adaptive Performance settings.
Fixed the Layout and Substitution Tables leaking between domain reloads.
Fixed views not being properly refocused when switching between windows.
Fixed DrawText not drawing in the color provided.
Sign IL2CPP related files to prevent potential issues from antivirus software flagging unsigned binaries as suspicious.
Undo is supported for all Light Types.
Workaround crash when using stencil-only format on Mali GPUs with OpenGL ES.
Fixed nested windowing asynchronous operations in callbacks.
Fixed Editor exceptions not being reported to Engine Diagnostics when CrashReportingSettings.captureEditorExceptions is enabled.
Fixed a bug where lightmap packing would fail with xAtlas when the scene contains meshes whose UV layout has zero area.
Fixed a bug where meshes with unreferenced vertex positions would sometimes cause crashes during baking, when using the xAtlas packer.
Suppressed spurious FXC warnings in UnifiedRT TraceRay shader.
UnifiedRT: Fixed an issue where RayTracingRenderPipelineResources had to be public for a Player build.
Fixed a crash when clicking Load RenderDoc in projects with Terrain active.
Fixed an issue where MSAA CameraDepthTexture resizing was inconsistent when using the ScalableBufferManager in DX12, Metal, and legacy Vulkan device and Fixed an issue where an implicit truncation of vector type shader warning was thrown when building standalone or Android player.
Fixed instancing on Pixel 10 when using Vulkan.
Fixed issues when importing textures with the R16G16B16 format on Direct3D.
Fixed OpenGLES crash when invalid binding slot is passed for uniform buffer binding.
Fixed the link to the Streaming Controller component documentation.
Removed repeating log messages in release builds about GraphicsStateCollection.Warmup falling back to legacy shader variant loading when using unsupported graphics APIs.
\[Vulkan\] Fixed an incorrect DontCare load action being applied after depth resolve or compute shader writes to a RenderTexture, causing artifacts to appear.
Fixed a bug where HDRP SSGI would bleed color from one side of the screen to the opposite.
Fixed an issue with the Rendering Debugger where the Freeze Camera For Culling dropdown was only showing None as an option.
Fixed null limit.xy values in _ColorPyramidUvScaleAndLimitCurrentFrame after color pyramid for distortion.
Fixed a crash when loading achievements from GameCenter multiple times.
Fixed crash during shutdown if the job system was accessed from a finalizer.
Added back some missing Mono configuration files in Linux player builds, which would result in exceptions being thrown when trying to use certain .NET networking APIs (notably WebRequest).
Added ScrollView support to RagdollWindow on resize.
Fixed an issue where changing the Packages Cache Location would cause "TLS Allocator ALLOC_TEMP_MAIN has unfreed allocations" errors to appear repeatedly in the Editor log.
Fixed an issue where MeshCollider components receiving a non-uniform scale would handle it incorrectly.
Fixed an issue where Collision.transform returned an incorrect Transform when colliding with a ArticulationBody component if the body and Collider component are on different GameObjects.
\[NVUnityPlugin\] Fixed a DLSS jitter and flickering issue.
Updated FrameTimingManager.GetLatestTimings API so background time isn't included in the next focused frame when the Player is unpaused.
Fixed nested windowing asynchronous operations in callbacks.
Fixed a bug that could crash the editor when using PlayModeWindow.SetViewType during playmode.
When adding a new empty reference entry to an Assembly Definition Asset inspector and clicking Apply, the entry incorrectly duplicates the last entry in the list instead of remaining empty.
Added a setting for enum keyword inputs that allows the project's Shader Build Settings to override them. Also added a setting to add a none entry to the enum.
Ensure Color Gradient works when combined with Shadow and Outline.
Fixed NullReferenceException when word wrapping sup and sub tag.
Fixed an issue where nullReferenceException when changing input field focus with script in OnValidate event .
Fixed InputField fails to get the last character of a Hangul(IME) (Korean character) text when focus is shifted with the Tab key.
Fixed a compilation error when code generating property bags while nullable reference types are enabled.
Fixed alpha of SVG previews when imported as a texture.
Fixed an IndexOutOfRangeException and a Blur Radius value reverting when saving with Ctrl+S/Cmd+S after editing the Text Shadow Blur Radius and another property.
Fixed an issue where a binding using the ToSource binding mode would update the UI following a change to the UI.
Fixed an issue where a bound property to a UnityEngine.Object through the runtime binding system could not set null back to the source.
Fixed an issue where exporting colors for a StyleSheet did not have enough precision.
Fixed an issue where packed sprites could enter the dynamic atlas.
Fixed being unable to add elements in UI Builder when searching in UI Builder Hierarchy.
Fixed documentation help links for SVGImporter and FilterFunctionDefinition.
Fixed missing documentation link on the imported Vector Image asset Inspector header.
Fixed nested manual topics in [HelpURL] resolving to a "page missing" docs page.
Fixed search mode is exited when any resulting element is manipulated with.
Fixed the TryRemoveItem invalid operation exception when removing stale data.
Added documentation clarifying that Adaptive Performance can override decal draw distances at runtime.
Added stereo instancing support to custom UITK shaders written in Shader Graph.
Fixed URP DepthBlit sample by preventing manual depth resolve when not necessary.
Added a Console warning when opening Segmented MP4 file on Windows-based platforms, as this media type is not supported.
Fixed an issue where R16UNorm, R16SNorm, RG16UNorm, RG16SNorm, RGBA16UNorm, and RGBA16SNorm were incorrectly declared as filterable.
Fixed WebGL console warnings when switching fullscreen state.
\[WebGPU\] Fixed a RenderGraph error with MSAA textures due to CoreCopy shader.
\[WebGPU\] Make sure WebCam video is oriented correctly on mobile devices.
Fixed built-in shader constant unity_StereoEyeIndex not being properly set when using multi-pass XR rendering mode in URP, affecting shaders such as Skybox/Panoramic which would fail to display as stereoscopic even when using the 3D Layout option.