Crash on SkinnedMeshRendererManager when interacting with a prefab generated with uncombined meshes using Synty Sidekick Character Creator
6000.3.1f1
LTS · Released Dec 9, 2025 · Changeset 37142da19a94 · 173 release notes
com.unity.sysroot - "This package is no longer supported on this editor version. Use com.unity.sysroot.base instead."
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Packages updatedBreakingcom.unity.toolchain.macos-arm64-linux-com.unity.toolchain.macos-arm64-linuxmacOSLinux
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Packages updatedBreakingcom.unity.toolchain.win-arm64-linux-com.unity.toolchain.win-arm64-linuxLinux
Added: Added a Physics method to manually deallocate collision, trigger, and joint event buffers. Use this when you don't want to enable automatic deallocation and need to recover memory during specific events.
Added: - Added the HierarchyFlattened.AsReadOnlySpan method to retrieve flattened nodes as a read-only span.
ScriptingAPI change
Added the HierarchyViewModel.AsReadOnlySpan method to retrieve nodes from a hierarchy view model as a read-only span.
API ChangesAPI change
Added the HierarchyViewModel.FlagsChanged event, which is invoked whenever flags changed.
API ChangesAPI change
Added the HierarchyViewModel.EndFlagsChangeWithoutNotify method to end a flags change scope without invoking the FlagsChanged event.
API ChangesAPI change
Changed: - Modified the EndFlagsChange method to return which flags changed, if any.
ScriptingAPI change
Added a constructor parameter to the HierarchyViewModelFlagsChangeScope struct to choose whether the FlagsChanged event is invoked at the end.
API ChangesAPI change
Editor hangs when ComponentSystemGroup update in itself
[iOS] [Android] External library generics fail during IL2CPP build
Game freezes after command buffer Timeout error
[iOS] Screen flashing after the iOS splash screen
[Ubuntu] Pop ups are not rendered correctly and Editor Windows break when Rendering API is set to OpenGL 4.5 and Pop Up Windows appear
Removed VR Module dependency prevents URP Sample from compiling
Perform early license check.
LicenseUUM-127690fixed 6000.3.1f1
Fixed "Autoconnect Profiler" build option. Autoconnecting sometimes raised the error "The message header is corrupted and for security reasons connection will be terminated." in the Editor.
1.9.3 to 1.10.0
1.8.25 to 1.8.26
1.16.0 to 1.17.0
6.0.7 to 6.0.8
2.0.5 to 2.0.6
16.7.0 to 16.8.0
1.7.1 to 1.7.2
1.0.8 to 1.0.9
com.unity.toolchain.win-x86_64-linux@1.0.2
com.unity.toolchain.win-arm64-linux@1.0.2
com.unity.toolchain.macos-x86_64-linux@1.0.2
com.unity.toolchain.macos-arm64-linux@1.0.2
com.unity.toolchain.linux-x86_64-linux@1.0.2
com.unity.sysroot.base@1.0.2
com.unity.sdk.linux-x86_64@1.0.2
com.unity.sdk.linux-arm64@1.0.2
Improved the performance of sampling the nearest position on the NavMesh.
Added a New Nodes Preview button to the Shader Graph preferences to add nodes with an expanded preview.
EditorImprovement
Fixed an issue where the progress bar was unresponsive when selecting the Compile and show code dropdown menu in the Shader Inspector window.
Increased the minimum width of the Sprite Editor window. When undocked, the window can no longer be resized to a width that hides buttons on the toolbar.
Added a workaround for an issue where Metal CADisplayLink callbacks were called recursively on some devices. This occurred when plugins loaded WebKit via NSAttributedString initWithData:options:documentAttributes:error: during the Unity player loop.
iOSImprovement
Updated the Linux toolchain to improve package handling.
LinuxImprovement
Added settings to control how often the Physics system deallocated internal collision, trigger, and joint event buffers. This reduces memory pressure during a physics scene's preparation stage. You can find these settings at Project Settings > Physics > Settings > GameObjects, under the Release Simulation Buffers section.
Fixed an issue in URP2D where SpriteRenderer mask interaction can fail to work correctlly in certain mixed 2D/3D rendering cases/
Fixed issue where the user sees an error dialog after cancelling a SaveFolderPanel action from the Tile Palette.
Fixed LIght2D toggle UI.
Fixed missing properties om SortingGroup inspector when using 3D URP.
Sprite Editor Window Custom Outline and Physics Custom Outline inspector window is disabled when in playmode.
Fixed unaligned buttons in Build Settings window.
Fixed animator state showing a parameter that no long exists.
Fixed On Screen Keyboard closing when typing with a controller or Siri Remote.
Fixed a validation error (state mismatch) when setting a render target, then doing a resolve with it and then using that render target.
Fixed unrelated crash info that gets accumulated in the logs after a first GPU device crash. Now we shut down the app as early as possible after a DX12 crash, so that log messages, callstacks and DRED outputs are only relevant to the original GPU error.
Relaxed an error message that appeared when a subpass ended prematurely.
Add support for hyphenated guid in assetProvider.
Added support for searchquerie s located in packages to be shown in the query tree.
Cache keyword count in SearchSettings.OnGUI.
DX12: Fixed overflowing fields in the D3D12 Device Filter Asset Inspector view.
Fixed 'Build And Run' File menu option to choose active instead of selected Build Profile.
Fixed a bug where the Main Toolbar quality dropdown displaces other elements if it has a very long name, due to it having no set maximum width.
Fixed a display issue with resizable overlays when hiding and then showing them.
Fixed a NullReferenceException that would throw each frame when opening a ColorPresetLibrary asset in the Inspector.
Fixed alignment in Stack Trace section in PlayerSettings.
Fixed an issue where accessing an overlay's containerWindow could throw a NullRef Exception.
Fixed an issue where the dynamic panels are difficult to resize when they are fully expanded to their maximum width.
Fixed an issue where the mesh would not update on the first undo in TreeEditor.
Fixed an issue where the Reflection Probes Gizmos could disappear in the Scene View.
Fixed an issue where tool contexts can be missing if their associated component is placed after an invalid component.
Fixed artifact in bitmap IMGUI text.
Fixed Color32 encoding helpers in RSUV Sample.
Fixed CoreBusinessMetrics events block in certain cases.
Fixed inconsistent button spacing in the Build Profiles Window.
Fixed input field on custom build profile renaming not working upon docking or undocking the build profile window.
Fixed invalid UV bounds.
Fixed keyboard navigation for the buttons in the footer of the Build Profiles window.
Fixed missing connection check when re-importing all assets via the cache server.
Fixed missing script error on play mode on both SRP Indoors scene templates.
Fixed random outline flickering around selected objects when using Umbra baked occlusion culling.
Fixed right-click on Build Profile renaming area throwing an error.
Fixed text animation not working when using special effects such as text shadow.
Fixed timeSamples set causing immediate playback when using PlayScheduled.
Fixed tooltip overwriting when label gets truncated.
Hid Render Pipeline Graphics settings which are obsolete.
Hierarchy: Force updating hierarchy view before framing an object.
Improve visibility and positioning of kebab menus in Settings > Graphics
Initial scene not loaded in play mode scenario.
Opening the PlayerSettings inspector in multiple windows for the Android platform no longer causes a NullReferenceException.
Removed empty space at the bottom of the camera overscan settings pop-up.
Scenes dragged from project window onto the new Hierarchy window should now retain the drop position.
Scenes should retain their ordering in the new Hierarchy window after entering/exiting play mode.
Set focus on Hierarchy window after a new game object is created and in renaming state.
Shader Build Settings UI: Fixed keyword set text padding.
Shader Build Settings UI: Fixed the empty shader keyword declaration overrides list label padding.
Shader Build Settings UI: Fixed the keyword declaration override labels clipping properly when shrinking the window.
APV: Setting the active baking set when a user selects to load one
Fixed HDRP Ray Tracing when used with Instancing.
Fixed issue in URP showing a warning when entering play mode with a disc light in the scene.
Fixed issue where "Missing RayTracingRenderPipelineResources type" warning would be shown when updating specific projects to Unity 6.4.
Fixed an issue with Grabpass when the Render Target is set to Camera and specific Viewport values are set (0,0.5,0.5,0.5).
Fixed an issue with Vulkan Device Filter Asset and D3D12 Device Filter Asset where the C\# side regular expression checker was not fully ECMAScript compatible with the Player regular expression engine.
Fixed missing documentation link for the Lens Flare (SRP) component.
Fixed occasional null pointer access crash during shutdown.
Fixed the missing shader variants if area light is disabled in ShaderConfig.cs and ShaderConfig.cs.hlsl. The error message is logged if you run Player if "strict shader variant matching" is enabled.
Fixed console errors with NVIDIA.DebugView when a project is built with NVIDIA package.
Fixed custom pass buffers being the wrong size when switching XR On/Off.
Fixed FSR2 quality setting not applying when changed from the camera using 'Use Custom Quality' property.
Fixed HDRP FPTL and Cluster artifacts when having many lights.
Fixed Application.Quit not having effect when called in batched playerloop.
Fixed Linux Toolchain Migrator upgrading com.unity.sdk.embeddedlinux-aarch64 to com.unity.sdk.linux-x86_64 instead of com.unity.sdk.linux-arm64.
Keyboard input is reset on application focus lost.
Entering Play Mode with compiler errors changes the Play icon to Stop icon even tho editor is not in Play Mode.
Fixed an issue in the Multiplayer Center window: Changed the green check-mark image in the QuickStart > "Connecting Players" section so that its color is not too bright when the Editor is using the Light theme.
Fixed an issue in the Multiplayer Center window: Fixed the left panel titles height so that they are not overlapped by the scrolling section when re-sizing the window.
Fixed an issue in the Multiplayer Center window: Section contents alignment is the same in all sections of the "Recommendation" tab.
Fixed an issue in the Multiplayer Center window: the "Install Packages" text does not overflow over its button container.
Built-in and core packages are now shown as trusted and made by Unity Technologies for clarity.
Fixed an issue where running -upmPack failed to propagate UPM errors, causing Unity Editor to exit with code 0.
Package ManagerFix
Fixed a typo on "Clear Locked Objects" button inside the Physics Debugger.
Fixed an issue with static collider creation where repeated disable/enable operations would accumulate PhysX SDK helper structures eventually causing the application to run out of memory.
Fixed the padding for all the buttons in the Physics Debugger window, most of the buttons on the right side of the window had no padding.
Assign memory label roots for both low-level and high-level 2D physics so allocations all show under the "Physics2D" label in the Memory Analyzer.
Fixed a crash on DX11 when RenderDoc is enabled while NVIDIA package is added to the project.
Fixed an issue where the Memory Profiler could not reliably determine the root Transform of a Prefab.
Fixed potential ambiguity in FrameDataView API where GetMarkerName api could return identifier of a duplicate marker.
Passing a 0 detaTime into Mathf.SmoothDamp would cause a returned velocity of NaN (0 distance / 0 time). The returned velocity has been changed to pass back the same velocity that was passed in to the function.
Fixed crash that can happen when indexing is requested while an indexing is already ongoing.
Fixed exceptions thrown during a domain reload with a Search Window docked and not visible.
Fixed exceptions thrown when docking the Search Window displaying specific queries.
Fixed performance regression when rendering large arrays in the Inspector.
Fixed a issue in Shader Graph UGUI Samples where custom components would not update the material properly.
Added word wrapping to the compute shader inspector kernel label field.
Fixed a "keyword space mismatch" error showing when accessing materials before they're fully initialized.
Fixed a temp memory leak for shaders with more than 128 keywords.
Fixed Shader Build Settings to not care how many underscores are used for declaring an empty keyword in a keyword pragma.
Removed "strip keywords" checkbox for simpler workflow.
Removed "strip keywords" checkbox for simpler workflow.
When a standard material's render queue value is set out-of-bounds, clicking the log message that is printed to the console will now highlight the material that triggered it.
Flip backbuffer so that it uses the same coordinates as unity textures (OpenGL coordinates).
Add support for the Font tag to ATG.
Added proper support for Emoji segmentation.
Added support for size tags for the Advanced Text Generator.
Added support for the font weight in the Advanced Text Generator.
Fixed best-fit flickering.
Fixed double freeing of hb_face.
Reduced ICU memory footprint for projects using ATG.
Fixed raycast logic to correctly handle transparent pixels when alphaHitTestMinimumThreshold is set to a non-zero value.
Change SS UI within SRP in HDR output to share a texture resource across all cameras.
Fixed exception when reordering TreeView through expansion.
Fixed gamma issue with custom filters.
Fixed ListView foldout arrow indentation in the inspector.
Fixed the second pane scrollbar in the TwoPaneSplitView being cut off.
Fixed UI Builder inspector scrolling back up when saving.
Fixed UI Builder scrolling that was locking when the inspector is resized vertically.
Fixed UIRenderer accumulating DrawCallData over many frames.
Fixed zoom commands on ScrollView being considered as a scroll operation.
Placeholder text is restored when using SetValueWithoutNotify(string.Empty).
Prevent undo stack overflow when dragging large number of child objects.
Fixed building for Universal Windows Platform when using Visual Studio 2026.
Clustering code now works correctly with disabling of lights in URP. Also fixed disabling of main light now demotes the light to an additional light if the main light is disabled.
Fixed a GPU crash when disabling ZBinning with Forward+.
Fixed the Screen Space Overlay UI rendering in URP when creating cameras at runtime without UniversalAdditionalCameraData.
Fixed package files added by the provider callback are included in paths.
Fixed "Open VFX Graph Samples project on Github" button overflow.
Fixed Shader Graph Mesh output with Sprite target.
Update the Point Cache window title.
Fixed visionOS player crash when "Wait for managed debugger" is enabled in build profile.
Fixed an issue where two loading bars overlapped in the Instant Games environment when a build was made using a Facebook Instant Games Web template. Unity's loading bar no longer renders.
Fixed error switching to fullscreen when matchWebGLToCanvasSize is false.
Added support to pause and unpause DisplayLink when the application moved to the background or foreground.
iOSChange
Changed how the application presented frames to improve robustness.
iOSChange