Fixed a shader warning in Hidden/Light2D.
6000.3.16f1
LTS · Released May 20, 2026 · Changeset a56f230f6470 · 46 release notes
38build score
Upgrade risk+16Net cleanup+7Live debt+14
cohort: LTS (307)
Fixed an exception when selecting a Tile in Play mode while the Tile Palette overlay is open in the Scene View in Edit mode.
Fixed an exception when using the preview toggle in the Sprite Editor window with an imported texture smaller than the source texture.
Fixed an issue where a SpriteRenderer's sprite reference did not revert to the original after using the Sprite Editor window preview toggle and entering Play mode. The Sprite Editor window preview toggle is now available only in Edit mode.
Fixed an issue where the Tile Palette shows an empty grid when the user drags and drops Sprite assets for the Tile Palette but cancels the operation to create Tile assets.
Fixed an issue with 2D shadow volumetric strength.
Fixed issue where a Tile with the Collider Type Grid does not line up correctly when the Tilemap's tile anchor is different from the default cell center.
Added tests of RunInBackground, to cover fullscreen use case.
AndroidFix
Fixed a problem with MediaPlayer pause when app is suspended.
Fixed a problem with SeekTimeOnResumeVideo test instability.
Fixed UnitySendMessage calls being dropped on Android when sent during Application.Unload or Reload in Unity as a Library (UAAL) scenarios.
Toggling "Run without focus" to enabled now ensures Unity activity continues running when another activity is launched, including Android activities launched from Unity.
Fixed "Animation Clip is Read-Only" message appearing when nothing is selected.
Fixed crash when entering Play Mode if a Timeline with an AudioTrack is loaded from an AssetBundle and the audio clip fails to allocate an FMOD channel.
Build Pipeline: Ensure source generator aren't running when running in Rider IDE.
Fixed ILPP.Trigger wait logic to prevent the "The pipe is being closed" exception in unity log.
Fixed an issue where a duplicate node GUID error occurred during build when using a specific build path.
Fixed the Flare Layer help link to the User Manual.
Fixed a crash on specific hardware where D3D12 initialization code was running during startup even when D3D12 was not included in the project's Graphics API list.
Build and Run button greyed out for locally invalid architecture, despite remote build is specified (Device Portal).
Fixed a crash that occurred when computePenetration was called for a BoxCollider and convex MeshCollider when both colliders were overlapping at their centres.
Fixed a crash when rendering Custom Lighting ShaderGraph material while Forward+ is enabled and Keep Lighting Variants is disabled.
Fixed an ArgumentException when opening the object picker for fields that accept any UnityEngine.Object type, such as entries in the Preloaded Assets list.
Improved reliability of ComputePenetration calls between CapsuleCollider and convex MeshCollider. ComputePenetration will return true when the distance is zero.
Improved reliability of ComputePenetration calls between CharacterController and convex MeshCollider. ComputePenetration will return true when the distance is zero.
Memoryless RenderGraph RenderTargets can now be viewed in FrameDebugger.
Setup package entitlements earlier for Vulkan Editors, to support all Native plugin use cases.
Fixed Vulkan frame time stuttering on Windows when V-Sync is enabled.
Fixed Frame Capture not working with rendering to backbuffer.
Further improvements to UIScene lifecycle events - universal deep link handling, moved AbsoluteURL set earlier to not miss it in Awake().
Fixed UUM-135025 by supporting multiple auto proxies.
Fixed an issue where "PhysicsComposer.CreateChainGeometry()" was incorrectly returning a reference to a stale internal buffer resulting in corrupted chain vertices.
Fixed an issue where the creation of 3 vertex ChainGeometry (triangle) was not allowed as previously the limit was 4 vertices.
The deprecated "ContactFilter2D.NoFilter()" instance method now correctly modifies the instance of ContactFilter2D from which it was called, essentially restoring previous functionality. This method is still deprecated however.
Fixed an issue where native plugins for Linux were unable to specify their CPU architecture.
Fixed integer overflow crash in container.
Fixed ShaderVariantCollection returning 0 when accessing the shaderCount and variantCount in player builds.
Fixed an issue with the NoBR tag when used with a SpriteAsset.
Fixed "Attempted to release an invalid texture (index=-1)." error logged when building a Player or switching scenes with a VisualElement using Painter2D.fillGradient.
Fixed an invalid cast exception in UI Builder when a template has an element with same name.
Fixed RenderSpriteToTexture2D to use local package shaders when available.
Fixed Shader Graph main preview that would not update when an unconnected slot value like BaseColor is modified in a UI Toolkit shader.
Cleared null components on redo before notifying object tracking.
Fixed an issue where the Project window did not refresh changes when adding or removing Scriptable Renderer Features.
Fixed post-process pass viewport scaling not accounting for subsequent custom pass presence when the camera renders to an intermediate texture.
Fixed unexpected huge listing of dependencies on VisualEffectAsset.