6000.0.61f1: Crash on tlsf_free when generating Font Atlas with SDF16 or SDF32
6000.3.17f1
LTS · Released Jun 4, 2026 · Changeset cf0352b38e81 · 94 release notes
65build score
Upgrade risk+27Net cleanup+25Live debt+13
cohort: LTS (308)
6000.0.6f1: [RenderGraph][D3D12] Crash on D3D12SwapChain::Present when using AddComputePass with EnableAsyncCompute(true) and UseTexture
Known issueBlocker
6000.2.0a8: Crash on Scripting::LogException when async HTTP callback executes after scripting domain teardown
6000.5.0a6: Crash on PhysicsCommands::PhysX::BodySetPose when entering Play Mode in a specific project
Crash on UNITY_FT_Load_Glyph when generating multi-threaded Font Atlas in TMPro Font Asset Creator
Crash on mdb_cursor_sibling when performing various actions in the Editor
Crash on mono_log_write_logfile when more than one copy of bee_backend is running
6000.3.15f1: [Windows] Package installation fails non-deterministically with Errors "EPERM: operation not permitted" when installing Packages
[Android][GameActivity] App fails to relaunch after it was closed when a foreground service started while app was backgrounded
Editor crashes on "(Unity) WriteObjectToVector" when entering into the Play Mode
Game freezes after command buffer Timeout error
Fixed Hub still opening via the reconnect loop when Editor was launched with -projectPath argument.
EditorUUM-142653
Fixed Licensing Client reconnection.
LicenseUUM-142572
Fixed a crash that would occur with sub-emitters appearing multiple times in the sub emitter module.
Particles
1.16.0 to 1.17.0
1.4.2 to 1.4.4
3.4.0 to 3.5.0
Removed the warning under Canvas component when Normal or Tangent are enabled in Overlay mode.
Added an "Unapplied Changes" dialog that appears when navigating away from the Shader Build Settings UI with pending modifications.
ShadersImprovement
2D: Fix case where Sprite with SpriteSkin is invisible in Editor Play Mode when using Addressables SpriteAtlas loading via "SpriteAtlasManager.atlasRequested" with Sprite Atlas V2 packing enabled
Fixed an issue where Select, Pick, Box, and Move tool operations on the Tilemap were not properly cancelled or finalized when the mouse button was released outside the SceneView or Tile Palette window.
Fixed issue for the Brush Picks list view where a user can disable all columns in the list view, resulting in error messages and the loss of the SceneView.
Fixed return from GetCellCenterLocal/World when the Grid has a non-zero cell gap value set.
Fixed an issue on Android where the navigation bar would become visible after closing the TouchScreenKeyboard in fullscreen mode.
Fixed source builds when custom gradle templates are selected.
Fixed an issue where a precision mismatch in the legacy animation system caused animation events to be skipped at high frame rates.
Fixed an issue where dangling GameObject references could be retained in the selection when entering or exiting Play mode.
Fixed errors when right-clicking a mix of transform and sprite keyframes in the Dopesheet.
Audio continues playing in Player builds when all AudioListener components are disabled or their GameObjects are deactivated.
Fixed an issue where enabling an OnAudioFilterRead effect on an AudioListener during Play mode had no audible effect if the MonoBehaviour started disabled.
Added support to reserve capacity for PersistentManager.Remapper using a BootConfig key "remapper-initial-capacity" which specifies the initial hashmap size.
Fixed Vale errors in the 2D collider reference pages.
DocumentationFix
Fixed crash on DX12, when performing memory-heavy operations.
Added an option called enableHeightmapLODFrustumCulling, which is available in the Terrain Inspector settings in debug mode, to opt out of terrain frustrum based LOD culling.
Changing the Graphics API list on custom build profiles now works correctly.
Fixed a crash in the Mesh LOD Generator when the input mesh has many overlapping triangles that share a single edge.
Fixed a crash on startup when the curl file cache database (CurlRequestCache.db) could not be opened due to file corruption or external file locking.
Fixed a crash when tessellating outline paths into Polygons. Potentially affects PolygonCollider2D, TilemapCollider2D and PhysicsComposer.
Fixed a player crash that occurred when a BuildPlayerProcessor.PrepareForBuild callback deleted folders containing assemblies before the build
Fixed a very rare crash in MacEditor when changing Editor language to Japanese
Fixed an "Invalid double parameter" error that occurred when entering Inf or NaN in the Fixed Timestep field.
Fixed an Editor freeze when entering a very large value (for example, 24124124) in the Size field of an Inspector array, such as Player Settings > Preloaded Assets.
Fixed an issue where it was not possible to interact with the Texture Importer's "Aniso Level" slider when the texture was set to import as a Cubemap or without a mipmap, even though the selected level has an effect for these textures.
Fixed an issue where references stored in MonoBehaviour/ScriptableObject fields could be lost when importing prefabs during Play Mode.
Fixed an issue where the macOS and Linux Editors left stray VBCSCompiler processes running after Editor shutdown.
Fixed an issue with text overflowing when applying bold.
Fixed Editor restart prompt appearing when switching build profiles by adding extra check for Graphics API setting restart condition.
Fixed incorrect probe lighting after changing the Min Probe Spacing.
Fixed null exception when in build profile, an empty custom scaler field is added in scaler profile and the ui is reset.
Fixed OnValidate not being called after reverting a property override on a Prefab Variant in the Inspector when using the UI Toolkit (default) inspector mode. Previously, non-text fields such as toggles and dropdowns incorrectly prevented the Prefab asset from auto-saving after a revert, which blocked OnValidate until the user clicked elsewhere to remove focus from the field.
Fixed order of reloading Singletons in Import worker to prevent worker crash when switching BuildProfiles.
Fixed Project window path breaking upon changing Color Space settings.
Fixed Sprite Atlas asset import errors in Multiplayer Play Mode clones that occur when scenes contain Sprite Atlases.
Fixed Unicode handling in sprite assets for TextCore.
Terrain: Fixed a performance regression that occurred when editing the heightmap of a selected Terrain.
Added missing documentation for GameWindow.DisposeAsync.
Fixed an issue where duplicate managed exception counts were lost during shutdown because the async crash reporting pipeline could not complete after the player loop stopped.
Fixed crash caused by JNI native methods being deregistered prematurely, leading to java.lang.UnsatisfiedLinkError on nativeOnAndroidAppSetIdResult.
Fixed an APV crash caused by stale cell indices in PruneCellIndexList.
Fixed black square artifacts.
Apply GPU skinning to meshes that only have blend shapes when available.
Fixed a Metal Validation assertion in validateCommonDrawErrors that occurred when a buffer was overrun.
Fixed GPU-resident drawers incorrectly rendering quad topology meshes as triangles during GPU Occlusion Culling.
Fixed text overflowing the "Open Project Settings > Graphics ..." button when the Inspector is narrow.
Fixed UAVs in closest hit shaders from Shader Passes causing a crash. They are currently not supported and the shader compilers will report an error instead in this case.
Reduce the amount of memory used to pass rendering commands to the render thread, and improve the related diagnostics.
Bump maximum MSVC version to build C++ code for GameCore from 16 to 17.
Fixed IL2CPP code generation issue with multi-dimensional arrays with rank over 18.
Ensure Xcode project build fails if il2cpp command building GameAssembly fails.
Fixed POSIX file reads larger than 2 GiB failing on Linux.
Fixed an issue where ConfigurableJoint with projection mode enabled could cause a crash due to it's connected body being turned dynamic from kinematic
Greyout Auto-Fill button when animator is null within Ragdoll Builder window.
Fixed to stop the PhysicsCore2D renderer from rendering on overlay cameras.
Add opt-out for session to ExecuteInEditMode Prefab Mode warning dialog.
Added missing documentation for GameWindow.DisposeAsync.
Fixed an issue where shaders using predefined keyword shader inputs generated redefinition shader compilation errors when opened in the Editor.
Added an "Unapplied Changes" dialog that appears when navigating away from the Shader Build Settings UI with pending modifications.
Fixed Material.GetTexturePropertyNameIDs returning empty for Material Variants.
Fixed poorly visible error messages in the Keyword Declaration Overrides section of Shader Build Settings.
Fixed the Shader Inspector showing an empty "Properties" foldout for shaders that have no properties.
The Compile and Show Code dropdown no longer hangs the editor when used with large shaders as we avoid iterating over every keyword for every shader stage to calculate the Variant Included count.
Fixed the issue where unity test frameWork overrides the publishing setting SCID with the default values.
Fixed an IndexOutOfRangeException thrown when moving the caret left at the start of a TMP InputField while "Allow Rich Text Editing" is disabled.
Optimised new code which causedsome UIToolkit. .Bindings.PerformanceTests regressions
Fixed an issue where only the left XR controller was able to perform item selection in a TreeView.
Fixed UIDocument regenerating the root VisualElement when selected in the Inspector.
Fixed MissingReferenceException error when entering Play mode while UI Document is selected in Hierarchy.
Fixed Frame Debugger excessive memory usage regression.
Fixed texture preview icons missing in Frame Debugger when expanding the "Textures" foldout.
URP Gbuffer shaders now specify \#pragma rendertarget_format_hint to fix rendering issues on platforms that need this information.
Fixed an issue where building with -nographics caused the VFX Graph Position (Depth) to not work correctly.
When seeking, fix the race condition that can occur between the frame ID reported by the platform, and the frame ID that we report to the C\# layer.
Fixed Gamepad API not working in multithreaded Web builds.
Upgraded Gradle to 9.1.0 and AGP to 9.0.0.
AndroidChange