Crash on SkinnedMeshRendererManager when interacting with a prefab generated with uncombined meshes using Synty Sidekick Character Creator
MeshKnown issueBlockerUUM-128966fixed 6000.0.65f1
com.unity.toolchain.linux-x86_64 - "This package is no longer supported on this editor version. Use com.unity.toolchain.linux-x86_64-linux instead."
Packages updatedBreakingcom.unity.toolchain.linux-Linux
com.unity.toolchain.macos-x86_64-linux-x86_64 - "This package is no longer supported on this editor version. Use com.unity.toolchain.macos-x86_64-linux instead."
Packages updatedBreakingcom.unity.toolchain.macos-macOSLinux
com.unity.toolchain.win-x86_64-linux-x86_64 - "This package is no longer supported on this editor version. Use com.unity.toolchain.win-x86_64-linux instead."
Packages updatedBreakingcom.unity.toolchain.win-Linux
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
[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
OpenGLKnown issueCautionWindowsUUM-129438open 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.
WebSecurityAndroidWebGLUUM-116426fixed 6000.3.1f1
Improved the performance of sampling the nearest position on the NavMesh.
AIImprovementUUM-117415
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.
EditorImprovementUUM-97524
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.
EditorImprovementUUM-127566
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.
PhysicsImprovementUUM-112248fixed 6000.0.57f1
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.
Sprite Editor Window Custom Outline and Physics Custom Outline inspector window is disabled when in playmode.
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.
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 NullReferenceException that would throw each frame when opening a ColorPresetLibrary asset in the Inspector.
Fixed an issue where the dynamic panels are difficult to resize when they are fully expanded to their maximum width.
Fixed an issue where tool contexts can be missing if their associated component is placed after an invalid component.
Fixed input field on custom build profile renaming not working upon docking or undocking the build profile window.
Opening the PlayerSettings inspector in multiple windows for the Android platform no longer causes a NullReferenceException.
EditorFixAndroidWindowsUUM-126358fixed 6000.3.1f1
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.
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.
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 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 FSR2 quality setting not applying when changed from the camera using 'Use Custom Quality' property.
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.
Package ManagerFixUUM-127649fixed 6000.3.1f1
Fixed an issue where running -upmPack failed to propagate UPM errors, causing Unity Editor to exit with code 0.
Package ManagerFix
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 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 a issue in Shader Graph UGUI Samples where custom components would not update the material properly.
Fixed a "keyword space mismatch" error showing when accessing materials before they're fully initialized.
Fixed Shader Build Settings to not care how many underscores are used for declaring an empty keyword in a keyword pragma.
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.
Fixed raycast logic to correctly handle transparent pixels when alphaHitTestMinimumThreshold is set to a non-zero value.
Fixed building for Universal Windows Platform when using Visual Studio 2026.
Universal Windows PlatformFixWindowsUUM-127114fixed 6000.3.1f1
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 the Screen Space Overlay UI rendering in URP when creating cameras at runtime without UniversalAdditionalCameraData.
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.
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

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