Fix ArgumentException when using overlay camera in 2D Renderer.
6000.3.27f1
LTS · Released Oct 20, 2026 · Changeset 672d562a42a7 · 53 release notes
60build score
Upgrade risk+25Net cleanup+17Live debt+17
cohort: LTS (330)
Fix intermediate texture not created when requested by render pass
Fixed URP 2D editor-only icons being included in player builds.
Fixes LineRenderer not initializing correctly when toggling enable on game object.
Fixed freeze when relaunching GameActivity immediately after unload in UaaL mode.
Crash when calling AnimationUtility.SetAdditiveReferencePose` with a null clip or referenceClip.
Fixing hang at startup when directory monitoring doesn't receive expected notification about changed file(s).
Fixed a bug on macOS where audio playback would slow down when the microphone was being used by the system
Fixed an assertion (m_ModifiedClips.empty()) that was logged on exiting Play Mode after playing an AudioSource whose clip had loaded while Unity Audio was toggled off and back on during Play Mode.
Fixed Leak Detection reporting false leaks on the first Domain Reload after switching from EnabledWithStackTrace to Enabled.
Fixed a random crash on Windows when using the Direct3D12 graphics API, caused by a use-after-free when releasing GPU buffers.
Fix TMP_FontAsset leak when unloading AssetBundles or Entities content archives
Fixed a Linux-only Editor crash caused by reentrancy while rebuilding menu items during a domain reload.
Fixed bug where attempting to switch to a saved Editor layout while a window with unsaved changes was open could make it impossible to cancel the layout change.
Fixed concurrent access in Standard text in UITK
Fixed issue with multiple scripts being used in the same string with Advanced Text.
A Terrain added to a ray-tracing acceleration structure no longer leaks a Mesh and its GPU buffers.
Fixed a GPU hang on Metal that could occur when a compute shader requested a larger thread group than the graphics pipeline supports (for example, High Quality Line Rendering on some Intel GPUs).
Fixed an assert "Metal: memoryless texture requires 2D texture." that the Editor logged on Metal when it rendered single-pass XR to memoryless texture arrays.
Fixed Graphics.RenderPrimitives and Graphics.DrawProcedural crash with MeshTopology.Quads when Graphics Jobs are enabled.
Fixed a dark outline appearing around geometry against the sky when MSAA and a cloud layer are enabled.
Fix missing GC write barrier in Thread.VolatileWrite(ref object, object).
Fixed issue where memory from a thread object could be kept alive by the GC past its exit
This fixes Windows' Xbox Game Bar and macOS overlays (Spotlight et al). On Windows, Steam/Discord/NVIDIA overlays work as always.
Fixed a crash when application:openURL or application:continueUserActivity was called before Unity initialized.
Fixed crash in NativeSlice caused by 32bit integer overflow.
Fixed a crash on recent macOS versions that could occur when importing X.509 certificates.
Fixed the Editor slowing down in batch mode and automated test runs on macOS when one of its windows lost focus.
macOSFixWindows
Stopped a crash when using a default GCHandle
Fixed an issue where a Play Mode Scenario with an additional Editor instance stayed in the "Deploying" state when using the Vulkan graphics API.
Unity Transport: Fix a small memory leak that would occur when creating TLS/DTLS sessions.
Fixed Rigidbody.mass accepting a NaN value, which made the body pass through all colliders.
Added missing public argument validation for various Physics Core 2D methods.
Fixed a crash or memory corruption that could occur after setting "PhysicsChain.friction", "PhysicsChain.bounciness", "PhysicsChain.frictionMixing" or "PhysicsChain.bouncinessMixing".
Physics 2DFix
Fixed deadlock in PreloadManager when taking Memory Profiler snapshot during load operation in progress
Fixed rendering errors that occurred in graphs using both keyword nodes and virtual texture sampling.
Fixed Editor source builds failing on machines that use the Turkish region format.
Fixed an out-of-bounds memory read when a TextMesh or legacy UI Text string ended with an unterminated quad tag parameter.
Fixed an out-of-bounds memory read when a TextMesh or legacy UI Text string ended with an unterminated rich text tag.
Bug "TextMeshPro input field doesn't remove characters from first backspace when variant characters are used with the input field
Fixed the Editor freezing when a TextMeshPro text with a Content Size Fitter contained a hyphen preceded by a space at narrow widths.
Fixed RectMask2D softening the edges of clipped content when its softness is zero
Fixed blurred text and content in elements with a filter, such as drop-shadow, when the panel scale is not a whole number.
Fixed horizontal trackpad scrolling that barely moved or moved in the wrong direction in ScrollViews and list views that can only scroll horizontally.
Fixed multi-column list and tree views requiring Ctrl+click instead of Cmd+click to sort by multiple columns in Web builds running on macOS.
UI ToolkitFixmacOS
Fixed the action key of pointer, mouse, keyboard and navigation events being Ctrl instead of Cmd in Web builds running on macOS.
Fixed the Dynamic Atlas Viewer showing no atlas after the UI Toolkit Debugger window was recreated, such as when maximizing and restoring a docked window or toggling UI Toolkit Live Reload on the debugger.
Fixed the Editor and Players hanging when a USS transition-timing-function declaration uses a value that is not a keyword, such as 5px.
Fixed the Select GameObject window silently ignoring Prefab picks in a second Inspector after swapping between Prefabs with different components.
Fixed "CommandBuffer: temporary render texture not found while executing" warnings on DX11 when Compatibility Mode is enabled and an Overlay Camera uses a different Renderer than its Base Camera.
Fixed the 2D Renderer creating a depth and stencil buffer in players when Disable Depth and Stencil Buffers is enabled in Player Settings.
Fixed WASM_SIZE, wasmFileSize that is used in memory profiler
WebGPU: improve memory usage of uniform buffers and dynamic vertex buffers