Fixed a "No script asset for ShadowCasterPath" warning when you undo or redo a Shadow Caster 2D shape edit in Play mode.
Linked bug report
UUM-152935: "No script asset for ShadowCasterPath." warning is thrown after performing Undo action for ShadowCaster shape changes in Play Mode

Steps to reproduce: Open the attached project Open the SampleScene Enter Play mode Switch to Scene View Select the Triangle object in the Hierarchy Press the Edit Shape Button for the ShadowCaster2D component in the Inspector window Change the ShadowCaster's shape Perform an Undo action Observe the Console window Actual results: Undo action is performed correctly, however "No script asset for …

Retrieved 2026-11-10
Fixed a NullReferenceException when a Light 2D created from a script is set to Freeform without a shape path.
Linked bug report
UUM-154810: "NullReferenceException" error is thrown in LightUtility.GenerateShapeMesh when a Light 2D created from a script is set to Freeform

Steps to reproduce: 1. Create a new Unity project using Universal 2D Template 2. Add attached “QAFreeformNRE.cs” script to project and add it to any GameObject in Hierarchy window 3. Enter Play Mode 4. Observe the Console window Actual results: “NullReferenceException: Object reference not set to an instance of an object” error is thrown in the Console window Expected results: no exception is …

Retrieved 2026-11-11
Fixed an issue where a Point Light 2D lost its cookie sprite when a project saved in Unity 6.0 or 6.3 was opened in a newer version.
Linked bug report
UUM-156931: Point Light 2D loses its Cookie when a project saved in Unity 6.0 or 6.3 is opened in 6.5 or newer

Steps to reproduce: Open the attached project (saved in 6000.3.24f1) with 7000.0.0a8 and click Continue in the "Project Upgrade Required" dialog Open the "CookieUp" Scene Select "Point Light 2D with cookie" in the Hierarchy In the Inspector, open the kebab menu and select Debug Look at "Light Cookie Sprite" on the Light 2D component Actual results: "Light Cookie Sprite" is None (the cookie ref…

Retrieved 2026-11-10
Fixed shadows from a Shadow Caster 2D that uses a Collider 2D (for example a Tilemap Collider 2D) as its casting source flickering in the Scene and Game views.
Linked bug report
UUM-147033: ShadowCaster2D shadow flickers in the Editor's Scene and Game Views when Tilemap Shadow Caster's Casting Source is set to Tilemap Collider 2D

Steps to reproduce: Open the attached project Open the "Level" scene (Assets/Scenes/Level.unity) In the Hierarchy, select the "player_idle_0" Object Move cursor in and out of Scene or Game Views Observe the shadow cast by the "Ground" Tilemap (its ShadowCaster2D has Casting Source = Tilemap Collider 2D) Actual results: Lights flicker intermittently ignoring Shadow Casters Expected results: Lig…

Retrieved 2026-11-11
Backported crash fixes for Android optimized frame pacing (Swappy).
AndroidFixUUM-153366
Fixed a crash when calling AnimatorController.CreateNewStateMachineBehaviour with a null MonoScript. It now throws an ArgumentNullException instead.
Linked bug report
UUM-150813: Crash on MonoScript::GetScriptTypeWasJustCreatedFromComponentMenu when the MonoScript argument of the method AnimatorController.CreateNewStateMachineBehaviour is null

How to reproduce: Open the attached "IN-150967" project In the menu bar, select "Bug Repro" > "AnimatorController null MonoScript" > "1. CrashCreateNewStateMachineBehaviour" Observe the crash Reproducible with: 6000.3.0a6 (6966ed4b28e1), 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Could not test with: 6000.0.0f1, 6000.0.82f1, 6000.3.0a5 (36d7e9fd6645) (Compilation errors: AnimatorControl…

Retrieved 2026-11-11
AndroidFixUUM-150813
Fixed an issue on OpenGL where Unity's render thread would attach/detach to the JVM multiple times in a frame, causing unnecessary allocations.
AndroidFixUUM-155309
Fixed Android native libraries having a GNU_RELRO segment that was not aligned to 16 KB. libc++_shared.so will stay unaligned until the next NDK update.
Linked bug report
UUM-156603: Core Android libraries fail to satisfy 16-KB page alignment when building for ARM64 using the IL2CPP scripting backend

How to reproduce: Create a new empty 3D project Navigate to File -> Build Profiles and switch the platform to Android Navigate to Edit -> Project Settings -> Player -> Other Settings Set Scripting Backend to “IL2CPP” and Target Architectures to “ARM64” Build the project to generate an APK Extract the built APK (e.g., rename to .zip and unzip) and navigate into the lib/arm64-v8a/ folder to loca…

Retrieved 2026-11-11
AndroidFixUUM-156603
Fixed WebCamTexture taking several seconds to resume after the app regains focus or another app releases the camera, for example in split-screen mode.
AndroidFixUUM-155066
Fixed a crash in HumanTrait.GetParentBone and HumanTrait.RequiredBone when passing an out-of-range bone index. These methods now throw ArgumentOutOfRangeException instead.
Linked bug report
UUM-150938: Crash on HumanTrait::GetBoneIndexFromMono when passing an out-of-range index to HumanTrait.GetParentBone or RequiredBone

Steps to reproduce: 1. Open the attached “IN-151096“ project 2. In the menu bar, select “Bug Repro” and choose one of the methods: Get Parent Bone with Out-of-Range Index Required Bone with Out-of-Range Index 3. Observe the crash Reproducible with: 6000.0.0f1, 6000.0.82f1, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Reproducible on: Ubuntu 24.04, MacOS 26.5 (M1) Not reproducible on: No o…

Retrieved 2026-11-11
AnimationFixUUM-150938
Fixed a crash when calling AnimationPlayableOutput.SetSortingOrder on an invalid/default AnimationPlayableOutput. It now throws a NullReferenceException instead.
Linked bug report
UUM-150941: Crash on AnimationPlayableOutputExtensions_CUSTOM_InternalSetSortingOrder when calling AnimationPlayableOutputExtensions.SetSortingOrder() with a default AnimationPlayableOutput

How to reproduce: Open the attached "IN-150995" project In the menu bar, select "Bug Repro" > "AnimationPlayableOutput SetSortingOrder default handle" > "1. CrashSetSortingOrder" Observe the crash Reproducible with: 6000.0.0f1, 6000.0.82f1, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Reproducible on: Ubuntu 24.04 LTS, Ubuntu 26.04 LTS (by user), Windows 10 Pro Not reproducible on: No oth…

Retrieved 2026-11-11
AnimationFixUUM-150941
Fixed a crash where providing a default/invalid AnimationPlayableOutput to AnimationPlayableOutputExtensions.SetAnimationStreamSource, would cause a crash.
Linked bug report
UUM-150939: Crash on AnimationPlayableOutputExtensions_CUSTOM_InternalSetAnimationStreamSource when passing a default output handle to SetAnimationStreamSource

How to reproduce: Open the attached “IN-151385“ project In the menu bar, select “Bug Repro”->”Set Animation Stream Source with Default Output Handle” Observe the crash Reproducible with: 6000.0.0f1, 6000.0.82f1, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Reproducible on: Ubuntu 24.04, MacOS 26.5 (M1) Not reproducible on: No other environments tested First few lines of the stack trace: #…

Retrieved 2026-11-11
AnimationFixUUM-150939
Fixed AssetBundle content hashes changing between builds of unchanged content with Addressables or the Scriptable Build Pipeline, causing players to redownload unmodified bundles. Affected bundles get a new hash on the first build after upgrading.
Linked bug report
UUM-148841: AssetBundle Hash Changes When ShaderVariantCollection Entries Are Serialized in Session Instance-ID Order

How to reproduce: 1. Download and extract the attached “IN-149802” project 2. Delete the Library folder from the project 3. In command prompt, run the command: <editor> -batchmode -nographics -projectPath <proj> -executeMethod SVCRepro.Run -logFile run1.log -quit 4. Run this command to list the shaders by ascending instance ID from run1.log: grep 'SVCREPRO ID' run1.log | sed 's#./(S[0-9])\.sha…

Retrieved 2026-11-11
Asset BundlesFixUUM-148841
Fixed the Linux Editor sometimes exiting while importing crunch-compressed textures, with "crn_threading_pthreads.cpp(194): Failure: semaphore: sem_wait() or sem_timedwait() failed" in the log. The crunch compressor treated an interrupted wait as a fatal error; it now retries the wait.
Linked bug report
UUM-150055: Editor aborts during asset import in the Crunch texture compressor (Linux, batch mode)

An issue has been found where the editor aborts with exit code 134 during the initial asset import. It always happens while a texture with crunched compression is being compressed. {{}} ./External/TextureCompressors/Crunch/crnlib/crn_threading_pthreads.cpp(194): Failure: "semaphore: sem_wait() or sem_timedwait() failed" Fatal error: Interrupted system call Caught fatal signal - signo:6 code:-6…

Retrieved 2026-11-11
Asset ImportFixLinuxUUM-150055
Bee_backend's stale output removal should not recheck the same file indefinitely.
Build SystemFixUUM-158568
Don't hang the Editor when a previous bee_backend is still running.
Linked bug report
UUM-142773: Crash on mono_log_write_logfile when more than one copy of bee_backend is running

How to reproduce: Create a new URP project In the Player settings, change the Active Input Handling setting to any other option In the following prompt about restarting the Editor, select "accept" When the Editor loading window appears, close it by clicking x at the top right corner of the window Open the Windows task manager and type "bee" in the search bar Launch the project again and let th…

Retrieved 2026-11-09
Build SystemFixUUM-142773
Fixed a crash on DirectX 12 when a large texture, such as a big dynamic font atlas, was updated many times in a single frame.
Linked bug report
UUM-140070: Crash on CheckDeviceStatus when opening a UI Panel in Play mode on a specific project

How to reproduce: 1. Open the attached “IN-139859” project 2. Open the “0“ scene 3. Enter Play mode 4. Move the character towards the shark 5. When the shark is highlighted red, left click 6. Wait for ~1 minute 7. Observe the crash Reproducible with: 6000.0.28f1, 6000.0.73f1, 6000.3.14f1, 6000.4.4f1 Not reproducible with: 6000.5.0a6, 6000.5.0b5 Couldn’t test with: 6000.0.27f1 (could not move w…

Retrieved 2026-11-11
DX12FixUUM-140070
Fixed IUnityGraphicsD3D12::GetNextFrameFenceValue() returning a fence value that could complete before the commands a native plugin recorded into Unity's current command list when graphics jobs are enabled.
DX12FixUUM-156768
The Editor no longer crashes with an out-of-memory failure or a GPU device reset when a single repaint renders a scene with extreme per-frame draw volume. Direct3D 12 now submits GPU work mid-frame once more than 1 GiB of upload scratch memory has accumulated; the threshold can be changed, or set to 0 to disable it, with the d3d12-scratch-flush-threshold boot config parameter. The first time a mid-frame flush runs, the Editor or Player log names that parameter.
DX12FixUUM-93272
Fixed crash in NativeWindowManager on MacEditor when "force quit" action is performed.
Linked bug report
UUM-157869: Crash on NativeWindowManager::FindPendingRepaintDataInternal when choosing to quit the Editor from a Fatal Error window

How to reproduce: Open the attached project “IN-154522” In the menu bar, select “Tools → Crash Repro → IN-154522” In the opened window, select “Force Quit” In the “Fatal Error!” window select “Quit” Observe the crash Reproducible with: 6000.3.0a3, 6000.3.26f1, 6000.4.0a1 Not reproducible with: 6000.0.85f1, 6000.3.0a2, 6000.6.6f1, 6000.7.0b4, 7000.0.0a8 Fixed in: 6000.4.0a2 (79bd4f638ac0) Repro…

Retrieved 2026-11-11
EditorFixUUM-157869
Fixed crash with ATG measure unconstrained height.
Linked bug report
UUM-155956: Crash on TextLayoutService::AppendLineInfo when a wrapping Label with best-fit auto size and ellipsis is measured with an undefined height

How to reproduce: Open the attached “IN-155887“ project From the menu bar, select Repro -> “BestFit + ellipsis: Label in a 100px ScrollView hangs (CRASHES the Editor)” Wait for your system to run out of memory Observe the Crash Reproducible with: 6000.3.26f1, 6000.5.0a2, 6000.6.6f1, 6000.7.0b4, 7000.0.0a7 Not reproducible with: 6000.5.0a1 Could not test with: 6000.0.84f1 (Multiple compilation …

Retrieved 2026-11-10
EditorFixUUM-155956
Fixed hover events not firing when moving between adjacent links.
EditorFixUUM-156714
Fixed the TrueTypeFontImporter Help button link.
Linked bug report
UUM-144647: Help button leads to a missing documentation page when clicked on a Font Import Settings in the Inspector

How to reproduce: Open the attached "IN-145223_Font.zip" project In the Project tab, Assets->TextMesh Pro → Fonts Click on LiberationSans (Font) Import Settings In the Inspector, click the “?” button in the top right Actual result: “Sorry... that page seems to be missing!” is displayed Expected result: Documentation page is displayed without errors Reproducible with: 6000.0.0f1, 6000.0.77f1, 6…

Retrieved 2026-11-11
EditorFixUUM-144647
Multiplayer: Play Mode Scenarios window's selection highlight extending past the list divider after the window was reopened at a large size.
Linked bug report
UUM-137539: Play Mode Scenario selection/highlight is too long and out of its bounds when the Play Mode Scenario window is opened after maximizing

Steps to reproduce: Create a new Unity project using the Universal 3D template Open the Multiplayer Center window (Window > Multiplayer > Multiplayer Center) Choose the Adventure Genre Select "2" for Number of Players per Session Click the "Install Packages" button Click the "Default" dropdown next to the Play Mode button and select "Configure Play Mode Scenarios" Maximize the Play Mode Scenar…

Retrieved 2026-11-11
EditorFixUUM-137539
Windows: Fixed a crash on Windows when the Editor ran in batch mode and could not create its main window.
Linked bug report
UUM-153339: Crash on mono_gc_dirty when creating the main window during batch-mode Editor startup

A recurring crash issue in the Unity Editor has been observed without user reports Reproducible with versions: 6000.3.2f1-6000.3.23f1, 6000.6.0f1, 6000.7.0a5 (Sentry data) Reproducible on: Windows 10, Windows 11 Notes: Not reproduced by CQA Sentry only collects data for Windows crashes, so we are not able to determine if the issue is reproducible on other environments First few lines of StackT…

Retrieved 2026-11-11
EditorFixWindowsUUM-153339
[Android] Display an error informing users of the reason a device went offline during apk installation on Unity 6.3.
EditorFixAndroidUUM-151550
Fixed Adaptive Probe Volumes placing probes as if the scene had no geometry when baking with Vulkan on AMD GPUs.
Linked bug report
UUM-137732: Probe placement fails when baking Adaptive Probe Volumes on Vulkan with AMD GPU

Reproduction steps: 1. Open the attached “IN-136557” project 2. Open the “Scenes/SampleScene” Scene 3. Open the Project Settings window (Edit > Project Settings) 4. In the “Player” tab, make sure the “Graphics API for Windows” is set to “Direct3D11” 5. Open the Lighting window (Window > Rendering > Lighting) 6. Press the “Generate Lighting” button 7. Open the Rendering Debugger window (Window …

Retrieved 2026-11-11
Fixed speckles/white spots with APV.
Linked bug report
UUM-133626: White flickering artifacts are present on dynamic objects when doing rotation/movement and using APV

Reproduction steps: 1. Open the attached project "ReproProj" 2. Open the “/Assets/Scenes/SampleScene.unity” Scene 3. Enter the Play Mode 4. Closely observe the Game view while the car rotates Expected result: No artifacts are present Actual result: White artifacts are flickering Reproducible with: 6000.0.66f1, 6000.3.5f1, 6000.4.0b6, 6000.5.0a5 Reproducible on: Play Mode Windows Standalone Pla…

Retrieved 2026-11-11
Ensure correct backbuffer dimensions when using multiple displays.
GraphicsFixUUM-134688
Fixed a crash on quit in players that use split graphics jobs with DirectX 12 on Universal Windows Platform.
GraphicsFixWindowsUUM-152563
Fixed an issue where a Line Renderer or Trail Renderer using a 2D sprite material became invisible after turning off Preview in the Animation window or after calling Renderer.SetPropertyBlock.
Linked bug report
UUM-156620: LineRenderer becomes invisible after turning off Preview in the Animation window

Reproduction steps: 1. Create a new Universal 2D template project 2. Create a Material (Assets > Create > Material) and assign any texture to the "Diffuse" slot 3. Create an empty GameObject and add a Line Renderer Component to it 4. Assign the Material to the Line Renderer Component and set its Positions so the line is visible in the Game view (e.g. Index 0: (-4, 0, 0), Index 1: (4, 0, 0)) 5.…

Retrieved 2026-11-11
GraphicsFixUUM-156620
Fixed crash in RenderTarget::SetActive when Asset import is triggered, and the camera's target buffers were set using Camera.SetTargetBuffers.
Linked bug report
UUM-148003: Crash on RenderTarget::SetActive when triggering an asset import in Play mode with a camera rendering to multiple render targets

How to reproduce: 1. Open the attached “IN-148522” project 2. Open the “CardTest” scene 3. Enter Play mode 4. Navigate to “Assets” > “V7” > “Materials” 5. Click the “EmissiveBlack” material 6. Press ctrl+D 7. Observe the crash Reproducible with: 6000.0.10f1, 6000.0.80f1, 6000.3.21f1, 6000.5.6f1, 6000.6.0b6, 6000.7.0a3 Reproduced on: Windows 11 Not reproduced on: No other environment tested Fir…

Retrieved 2026-11-11
GraphicsFixUUM-148003
Fixed Vulkan rendering artifacts on Mali GPUs with some renderpass/subpass configurations.
Linked bug report
UUM-147578: Rendering corruption on ARM Mali GPU when using shader with FrameBuffer and DepthTexture with Vulkan API

Steps to reproduce: 1. Open the attached project: “IN-148395” 2. Build the application for an Android 3. Install and open the Player on an Android Actual Result: Rendering corrupted with white square artifacts Expected Result: Rendering doesn’t have white square artifacts Reproducible with: 6000.0.0f1, 6000.0.79f1, 6000.3.20f1, 6000.5.4f1, 6000.6.0b4, 6000.7.0a2 Built on: Tahoe 26.5 (M1 Max) N…

Retrieved 2026-11-11
GraphicsFixUUM-147578
SystemInfo.supportsParallelPSOCreation now correctly returns true on Android devices with a single core enabling parallel PSO creation.
GraphicsFixAndroidUUM-153032
Fixed "Default" being added to some Enum Material properties.
Linked bug report
UUM-134256: Changing “Mesh Decal Bias Type” to “Depth Bias” on Decal Simple material stays set to “Default” in Inspector window

Steps to reproduce: 1. Create new Unity project using High Definition 3D Template 2. Open Shader Graph Templates window (Project window > Create > Shader Graph > From Template) 3. Select “Decal Simple” Template and press “Create” 4. When created, press on “Decal Simple” Shader in Project window and convert it to the Material 5. Select newly created Decal Material in Project window 6. In Inspec…

Retrieved 2026-11-11
HDRPFixUUM-134256
Fixed the HD Template opening with volumetric fog disabled because the default quality level was set to Performant.
HDRPFixUUM-149134
Fixed a crash on Linux when running without an initialized video subsystem, such as in batch mode with -nographics or without a display.
Linked bug report
UUM-156559: Crash on PlayerMain when running a Linux Player with "-batchmode -nographics" without an X11 or Wayland display

How to reproduce: Open the attached "IN-155827_repro" project Build the Player for the "Linux" platform On Linux, run the built Player with the "-batchmode -nographics" arguments and without access to an X11 or Wayland display (for example, run it with "env -i HOME=$HOME XDG_RUNTIME_DIR=<empty directory> ./<Player>.x86_64 -batchmode -nographics") Observe the crash Reproducible with: 6000.0.20f…

Retrieved 2026-11-11
LinuxFixUUM-156559
Fixed a crash on Linux when the Editor was launched with -nographics but without -batchmode; the Editor now reports the invalid arguments and exits with code 1.
Linked bug report
UUM-154576: Editor crashes on a GtkStyleContext assertion when running -upmPack with -nographics and without -batchmode

How to reproduce: 1. Extract the attached "Repro_UpmPackCLI" 2. Run "./repro_bug2.sh <editor binary> <any project path>", which creates the project if it does not exist and runs the case twice, once with DISPLAY inherited and once with DISPLAY unset 3. Observe the process exit code and the log Expected results: The Editor rejects the argument combination and exits cleanly with a non-zero exit …

Retrieved 2026-11-11
LinuxFixUUM-154576
Allow the system to sleep when Screen.sleepTimeout is set to SleepTimeout.SystemSetting and the System Setting is not Never.
Linked bug report
UUM-150222: Mac does not fall asleep when running the Player

Steps to reproduce: 1. Open the attached project “IN-150263” 2. Build for MacOS 3. Open terminal, paste “while :; do printf '%s %.2f\n' "$(date +%H:%M:%S)" "$(ioreg -c IOHIDSystem | awk '/HIDIdleTime/{print $NF/1e9; exit}')"; sleep 1; done” and hit enter 4. Open the newly built app 5. Observe the terminal and your Mac Actual result: In the terminal the time never goes more 10s and the computer…

Retrieved 2026-11-11
macOSFixUUM-150222
Fixed WebSocket connections to servers only supporting TLS 1.3.
MonoFixUUM-158461
Reduced JIT compile overhead by skipping JIT phase timing when runtime statistics are disabled.
MonoFixUUM-158476
ComputePenetration between a scaled Sphere and Convex Mesh Collider will now return the correct result.
PhysicsFixUUM-139615
Fixed an issue where Joint components wouldn't cause newly connected Rigidbody components to re-evaluate their contacts. So flags such as "enable collisions" could take effect.
Linked bug report
UUM-156450: Collision between ConfigurableJoint Rigidbodies is not disabled when "Connected Body" is assigned while they are in contact

How to reproduce: Open the attached "IN-151937_repro" project Open the "Assets/Scenes/SampleScene.unity" Scene Enter Play mode In the Hierarchy window, select "Cube (1)" In the Inspector window, assign "Cube" to the "Connected Body" field of the "Configurable Joint" component Observe "Cube (1)" in the Scene view Actual result: "Cube (1)" keeps resting on top of "Cube" because collision between…

Retrieved 2026-11-11
PhysicsFixUUM-156450
Fixed "PhysicsAABB.CastRay" returning an incorrect fraction when "maxFraction" is below 1, and "PhysicsAABB.center" and "PhysicsAABB.extents" warnings naming the wrong member.
Linked bug report
UUM-156920: PhysicsMask has its upper 32 bits set when created from a LayerMask that includes layer index 31

How to reproduce: Open the attached "IN-155637_repro" project In the menu bar, select "Tools" > "Reproduce PhysicsMask LayerMask conversion" Observe the "ACTUAL" values in the Console window Actual result: The "PhysicsMask" "bitMask" is "0xFFFFFFFF80000000" for the LayerMask "0x80000000" and "0xFFFFFFFFFFFFFFFF" for the LayerMask "0xFFFFFFFF" Expected result: The upper 32 bits of the "PhysicsM…

Retrieved 2026-11-11
Physics 2DFixUUM-156920
Fixed "PhysicsLayers" so that "GetLayerMask" includes every layer sharing a name, "GetLayerName" returns an empty string for an unnamed layer, and null or out-of-range arguments throw exceptions that name the correct parameter.
Linked bug report
UUM-156920: PhysicsMask has its upper 32 bits set when created from a LayerMask that includes layer index 31

How to reproduce: Open the attached "IN-155637_repro" project In the menu bar, select "Tools" > "Reproduce PhysicsMask LayerMask conversion" Observe the "ACTUAL" values in the Console window Actual result: The "PhysicsMask" "bitMask" is "0xFFFFFFFF80000000" for the LayerMask "0x80000000" and "0xFFFFFFFFFFFFFFFF" for the LayerMask "0xFFFFFFFF" Expected result: The upper 32 bits of the "PhysicsM…

Retrieved 2026-11-11
Physics 2DFixUUM-156920
Fixed "PhysicsMask" so that a "LayerMask" including layer 31 no longer sets the upper 32 bits, "AreBitsSet" returns false for an empty mask, a default "ResetBitIterator" includes bit 0, and shift counts outside 0 to 63 throw an exception.
Linked bug report
UUM-156920: PhysicsMask has its upper 32 bits set when created from a LayerMask that includes layer index 31

How to reproduce: Open the attached "IN-155637_repro" project In the menu bar, select "Tools" > "Reproduce PhysicsMask LayerMask conversion" Observe the "ACTUAL" values in the Console window Actual result: The "PhysicsMask" "bitMask" is "0xFFFFFFFF80000000" for the LayerMask "0x80000000" and "0xFFFFFFFFFFFFFFFF" for the LayerMask "0xFFFFFFFF" Expected result: The upper 32 bits of the "PhysicsM…

Retrieved 2026-11-11
Physics 2DFixUUM-156920
Fixed "PhysicsRotate.isNormalized" logging a warning for a rotation that is not normalized, and "PhysicsRotate.Normalized" warnings naming the wrong method.
Linked bug report
UUM-156920: PhysicsMask has its upper 32 bits set when created from a LayerMask that includes layer index 31

How to reproduce: Open the attached "IN-155637_repro" project In the menu bar, select "Tools" > "Reproduce PhysicsMask LayerMask conversion" Observe the "ACTUAL" values in the Console window Actual result: The "PhysicsMask" "bitMask" is "0xFFFFFFFF80000000" for the LayerMask "0x80000000" and "0xFFFFFFFFFFFFFFFF" for the LayerMask "0xFFFFFFFF" Expected result: The upper 32 bits of the "PhysicsM…

Retrieved 2026-11-11
Physics 2DFixUUM-156920
Fixed "PhysicsTransform" validation warnings naming the wrong method.
Linked bug report
UUM-156920: PhysicsMask has its upper 32 bits set when created from a LayerMask that includes layer index 31

How to reproduce: Open the attached "IN-155637_repro" project In the menu bar, select "Tools" > "Reproduce PhysicsMask LayerMask conversion" Observe the "ACTUAL" values in the Console window Actual result: The "PhysicsMask" "bitMask" is "0xFFFFFFFF80000000" for the LayerMask "0x80000000" and "0xFFFFFFFFFFFFFFFF" for the LayerMask "0xFFFFFFFF" Expected result: The upper 32 bits of the "PhysicsM…

Retrieved 2026-11-11
Physics 2DFixUUM-156920
Fixed a non-determinism issue when importing a prefab in-process versus out-of-process with parallel import.
PrefabsFix
Fixed an issue where pasting copied sub-assets into a folder overwrote existing assets with the same name and broke references to them.
Linked bug report
UUM-121005: Existing assets' references are lost when pasting in copied sub-assets

How to reproduce: 1. Extract and open the attached “IN-115691.zip“ project 2. Open the Assets/Case-CopyFromSubAssetBank/Case-CopyFromSubAssetBank.unity scene 3. Copy everything inside Assets/Case-CopyFromSubAssetBank/Copy/SubAssetBank.asset 4. Paste it inside Assets/Case-CopyFromSubAssetBank/Paste folder 5. Observe the scene and the project tab Expected result: Pasting creates new assets with …

Retrieved 2026-11-11
Project BrowserFixUUM-121005
Fixed an issue where cancelling an Awaitable.NextFrameAsync or Awaitable.EndOfFrameAsync awaitable during a frame update could make an unrelated Awaitable complete early with a default result.
Linked bug report
UUM-156357: Awaitable<T> finishes early and returns default when a NextFrameAsync awaitable is cancelled during the same frame update

How to reproduce: Open the attached “IN-156956” project Open Window > General > Test Runner Select PlayMode tab Expand the test entries, so that all of them are visible Click “Run All“ button Observe the test results in the Test Runner window Actual result: VulnerableCancellation_MustNotCompleteUnrelatedAwaitable fails. An unrelated Awaitable<T> completes early with the value of 0. Only test t…

Retrieved 2026-11-11
ScriptingFixUUM-156357
Fixed bug where the Add Scene option was present in the Search window's inspector for scenes located in read-only packages.
Linked bug report
UUM-139396: Selecting “Add Scene” in Search window throws ArgumentException when attempting to open a Scene located in a Package directory

Steps to reproduce: 1. Create new Unity project 2. Install Entities package via Package Manager 3. Open Search window 4. In search field enter “TestSubScene” 5. Toggle Inspector Panel 6. Press on the kebab button next to “Open” button 7. From the menu select “Add Scene” 8. Observe the Console window Actual results: “ArgumentException” error is thrown in the Console when selecting “Add Scene” f…

Retrieved 2026-11-11
SearchFixUUM-139396
Fixed a crash when calling RenderingCommandBuffer.SetKeyword with null compute or ray tracing shader.
Linked bug report
UUM-158327: Crash with multiple stack traces when updating a CommandBuffer keyword on a null Compute Shader

How to reproduce: Open the attached “IN-158482” project Run the test (Repro > “CommandBuffer.EnableKeyword(null ComputeShader) - crashes Editor”) Observe the crash Reproducible with: 6000.0.0f1, 6000.0.85f1, 6000.3.27f1, 6000.6.8f1, 6000.7.0b7, 7000.0.0a12 Reproducible on: Windows 11 Not reproducible on: No other environments tested Note: Reproducible using CommandBuffer.EnableKeyword / .Disab…

Retrieved 2026-11-11
ShadersFixUUM-158327
Fixed a crash when executing a RenderingCommandBuffer with a SetKeyword on a null or destroyed material.
Linked bug report
UUM-157105: Crash on PPtr<Shader>::operator Shader * __ptr64 when updating a CommandBuffer keyword on a non-existent Material

How to reproduce: Open the attached “IN-155877” project Run the test (Repro > “CommandBuffer.EnableKeyword(null Material) - crashes Editor”) Observe the crash Reproducible with: 6000.0.0f1, 6000.0.85f1, 6000.3.26f1, 6000.6.6f1, 6000.7.0b5, 7000.0.0a8 Reproducible on: Windows 11 Not reproducible on: No other environments tested Notes: Reproducible using CommandBuffer.EnableKeyword / .DisableKey…

Retrieved 2026-11-11
ShadersFixUUM-157105
Fixed a rare crash when doing a build.
Linked bug report
UUM-148715: Crash on ShaderCompilation::TransientData::StripPasses when compiling the Player with a specific shader

How to reproduce: Open the attached “IN-148935” project Navigate to File > Build and Run Observe the crash Reproducible with: 6000.3.0a1, 6000.3.21f1, 6000.5.6f1, 6000.6.0b6, 6000.7.0a4 Not reproducible with: 6000.2.0b2 (d4c40f50eb81), 6000.0.80f1 Reproducible on: Windows 11 Not reproducible with: No other environments tested First few lines of the stack trace: 0x00007FF950327C45 (Unity) Shade…

Retrieved 2026-11-11
ShadersFixUUM-148715
Fixed crash in Editor when an uncompiled or broken shader is being rendered on a Canvas.
Linked bug report
UUM-153265: Crash on ShaderLab::Pass::ApplyPass when rendering a Canvas with a broken or uncompiled shader

How to reproduce: 1. Open the attached “IN-154123” project 2. Open the “MainMenu” scene (Assets > Scenes > MainMenu) 3. Observe the crash Reproducible with: 6000.0.0f1, 6000.0.84f1, 6000.3.25f1, 6000.6.2f1, 6000.7.0b2, 7000.0.0a1 Reproduced on: Windows 11 Not reproduced on: No other environment tested Note: The issue also occurs upon opening the project after reproducing the crash once First f…

Retrieved 2026-11-11
ShadersFixUUM-153265
Fixed default-created LocalKeyword and LocalKeywordSpace field access crashing the Editor.
Linked bug report
UUM-156424: Crash on LocalKeyword_CUSTOM_IsDynamic when accessing members of a default LocalKeyword or LocalKeywordSpace struct

How to reproduce: 1. Open the attached “IN-155876“ project 2. In the top Menu bar, press “Repro” > any option from 1-5 3. Observe the crash Reproducible with: 6000.0.10f1, 6000.0.84f1, 6000.3.26f1, 6000.6.6f1, 6000.7.0b4, 7000.0.0a8 Reproduced on: Windows 11 Not reproduced on: No other environment tested First few lines of the stack trace: 0x00007FFD8C910438 (Unity) LocalKeyword_CUSTOM_IsDynam…

Retrieved 2026-11-11
ShadersFixUUM-156424
Fixed Material.GetPropertyNames crashing when the provided value is outside of the valid enumeration range.
Linked bug report
UUM-157945: Fatal error on Material.GetPropertyNames when passing an out-of-range MaterialPropertyType

How to reproduce: 1. Open the attached “IN-155867” project 2. In the menu bar choose Repro > Material.GetPropertyNames invalid enum crash 3. Observe the Fatal Error Reproducible with: 6000.0.0f1, 6000.7.0b5, 7000.0.0a9 Reproducible on: Windows 11 Not reproducible on: No other environments tested

Retrieved 2026-11-11
ShadersFixUUM-157945
Material.mainTexture will return null if the main texture is not present instead of logging an error in the console.
Linked bug report
UUM-103940: Player build logs a "material with shader doesn't have a '_MainTex' property" error when instantiating a specific amount of specific prefabs

Reproduction steps: 1. Open the attached "IN-97465" project 2. Open the “MainScene” Scene 3. In the Hierarchy window expand the “==== MANAGERS ====” GameObject 4. Select the “Game Manager” GameObject 5. In the Inspector window “Spawn Characters” script component change the “Num Characters To Spawn” property value to 3 6. Build and run the project 7. In the built project click “Start” 8. Observ…

Retrieved 2026-11-11
ShadersFixUUM-103940
Fixed shader warnings about conversion to a smaller type in the TraceVirtualOffset shader when the build target is a mobile platform.
Linked bug report
UUM-157091: Shader warnings on Mobile Platforms

Steps to reproduce: Create a new Universal 3D template project with Unity 6000.3.26f1 Open the project in the Windows platform Notice no warnings in console log Change project platform to iOS or Android Actual results: See various warnings related to the \com.unity.render-pipelines.core\Editor\Lighting\ProbeVolume\VirtualOffset\TraceVirtualOffset.urtshader asset: Shader warning in 'TraceVirtua…

Retrieved 2026-11-11
SRP CoreFixUUM-157091
Fixed an issue where UI elements, such as Sliced and Tiled Images and Text, were not updated when the Canvas Reference Pixels Per Unit, Scale Factor, Pixel Perfect or Render Camera changed after they were first drawn.
Linked bug report
UUM-151004: Sliced Image renders with incorrectly scaled borders when "Canvas.referencePixelsPerUnit" changes after the mesh is built

Reproduction steps: Open the attached "IN-152321" project Open the "Assets/SampleScene.unity" scene Enter Play Mode In the Game view, click the "G REPRODUCE - scaler applies refPPU late" button Observe the red shape in the top-right of the Game view and the Console window Actual result: The shape renders as two end caps meeting in the centre. The last mesh build in the Console reports "refPPU=…

Retrieved 2026-11-11
uGUIFixUUM-151004
Fixed an AnimationCurve UXML attribute losing its value after saving when a key had a very large value.
Linked bug report
UUM-156823: Curve Field value is lost after saving in UI Builder when a key has a very large value

Reproduction steps: 1. Create a new project 2. Create > UI Toolkit > UI Document 3. Double-click the newly created Asset to open UI Builder window 4. Select the .uxml root in the Hierarchy and enable "Editor Extension Authoring" in the Inspector 5. Drag and drop a Curve Field Element into the Hierarchy 6. Select the Curve Field and click the "Value" field in the Inspector 7. In the Curve Edito…

Retrieved 2026-11-11
UI ToolkitFixUUM-156823
Fixed artifacts around letters when text uses a Font Asset with a small atlas padding and a zero or negative outline width.
Linked bug report
UUM-146020: Artifacts are rendered in UITK when using Font Assets and using negative outlines

Steps to reproduce: Create and open a new project Import the "CalibriBold SDF-2.asset" and "CalibriBold.ttf" into the project Create and open a new UXML file in UI Builder Create a Label in the UI Builder's Hierarchy and select it Expand the "Text" foldout in the Inspector Change the Font type to "Font Asset" Assign the imported Font Asset in the Object field Expand the "Text Effects" and type…

Retrieved 2026-11-11
UI ToolkitFixUUM-146020
Fixed errors that were logged when the Editor started with a window, such as the Render Graph Viewer, open in the layout.
Linked bug report
UUM-150211: Errors are thrown when opening the Editor with Render Graph Viewer

Steps to reproduce: Create and open a new project Open the "Window -> Analysis -> Render Graph Viewer" window Restart the Editor (Without closing the Render Graph Viewer) Observe the Console Actual results: "Assertion failed on expression" (or "d3d12: finalizing rendering...") and "GUI Window tried to begin..." errors are thrown Expected results: Console is empty Reproducible with versions: 60…

Retrieved 2026-11-11
UI ToolkitFixUUM-150211
Fixed scaled elements looking blurry when a filter is applied to them.
Linked bug report
UUM-155303: Scaled UI Toolkit elements show up blurry when any UI Toolkit filter is added

How to reproduce: Create and open a new project Import the “ScaleFilterbug.uxml“ into the project Instantiate the UXML in Scene Observe the Game view Actual results: The label text is blurry Expected results: The label text is not blurry Reproducible with: 6000.3.0a1, 6000.3.25f1, 6000.6.5f1, 6000.7.0b4, 7000.0.0a5 Could not test with: 6000.0.0f1, 6000.0.85f1, 6000.2.0b2 (No UI Toolkit filters…

Retrieved 2026-11-10
UI ToolkitFixUUM-155303
Fixed solid and gradient fills missing from VectorImages saved with Painter2D.SaveToVectorImage on WebGL 2 and on some OpenGL ES 3.0 devices, and an ArgumentOutOfRangeException when a solid fill or stroke was painted before a texture fill.
UI ToolkitFixWebGLUUM-155233
Fixed the invert and contrast filters producing colors that were too bright on translucent pixels, such as after opacity in a backdrop-filter chain or on the anti-aliased edges of filtered elements.
UI ToolkitFixUUM-155804
Fixed UI Builder adding a duplicate attribute to Attribute Overrides when editing an override on an element whose name contains a space, which made the UXML file invalid.
Linked bug report
UUM-149755: UI Builder appends a duplicate attribute in AttributeOverrides when re-editing an override on an element whose name contains a space

How to reproduce: Open the attached "IN-148895" project Open "Main.uxml" in UI Builder In the UI Builder Hierarchy, expand "Main.uxml">"TemplateContainer" and select the "Thin g" element In the UI Builder Inspector set "Title Text Size" attribute to any value and press Ctrl+S Change "Title Text Size" attribute to a different value and press Ctrl+S Observe the Console window and “Main.uxml” cod…

Retrieved 2026-11-11
UI ToolkitFixUUM-149755
Fixed UIToolkitInteroperabilityBridge allocating GC memory every frame for each UI Toolkit panel.
Linked bug report
UUM-158158: UIToolkitInteroperabilityBridge.CreatePanelGameObject allocates 32 B GC every frame per UI Toolkit panel

Steps to reproduce: 1. Open the attached project "Project.zip" 2. Open the "Assets/Scenes/SampleScene.unity" Scene 3. Open the Profiler window, switch to Hierarchy view and enable Deep Profile 4. Enter Play Mode 5. Sort by GC Alloc and expand PlayerLoop > UpdateScene > Update.ScriptRunBehaviourUpdate > BehaviourUpdate > EventSystem.Update() 6. Observe the GC Alloc of UIToolkitInteroperabilityB…

Retrieved 2026-11-11
UI ToolkitFixUUM-158158
Fixed "Default" being added to some Enum Material properties.
Linked bug report
UUM-134256: Changing “Mesh Decal Bias Type” to “Depth Bias” on Decal Simple material stays set to “Default” in Inspector window

Steps to reproduce: 1. Create new Unity project using High Definition 3D Template 2. Open Shader Graph Templates window (Project window > Create > Shader Graph > From Template) 3. Select “Decal Simple” Template and press “Create” 4. When created, press on “Decal Simple” Shader in Project window and convert it to the Material 5. Select newly created Decal Material in Project window 6. In Inspec…

Retrieved 2026-11-11
Fixed a bug where URP attempts to use a stripped variant when using deferred rendering with additional light shadows disabled, but shadowmasks enabled.
Linked bug report
UUM-153600: Shader variant errors are thrown for every transparent draw in the Player when using Deferred rendering with a baked Mixed light and Additional Light Shadows disabled

Steps to reproduce: 1. Open the attached project "StrictVariantRepro.zip" 2. Open the "SampleScene" scene 3. Enter Play Mode and observe that the scene renders correctly 4. Open File > Build Profiles and make sure "Development Build" is enabled 5. Make sure "Strict Shader Variant Matching" is enabled in Player Settings 6. Build and Run the Windows Player 7. Open the Player.log and search for "…

Retrieved 2026-11-11
Fixed a crash on some iOS devices when using the Forward+ rendering path with Render Scale not set to 1.
Linked bug report
UUM-151281: App freezes when m_RenderScale is set to 0.8 in the Mobile_RPAsset

How to reproduce: 1. Open the attached “3466405_Repro.zip” project 2. Build for iOS 3. In Xcode, navigate to Product → Scheme → Edit Scheme… 4. In the “Run” tab, go to “Diagnostics” and select “Shader Validation” under “Metal” 5. Deploy to a device 6. Observe the Xcode console Actual result: The app freezes and multiple errors appear in the Xcode console Expected result: The app runs without f…

Retrieved 2026-11-11
URPFixiOSUUM-151281
Fixed an issue where the Renderer List and Culling samples in the URP RenderGraph Samples logged errors every frame when used with a 2D Renderer that has Depth/Stencil Buffer disabled.
Linked bug report
UUM-157948: "Render Graph Execution error" and "NullReferenceException" are thrown every frame when the URP RenderGraph sample's Renderer Feature is used on a 2D Renderer with "Depth/Stencil Buffer" disabled

How to reproduce: 1. Create a new project from the "Universal 2D" template 2. Go to Window -> Package Manager -> Universal Render Pipeline -> Samples and import "URP RenderGraph Samples" 3. Select Assets/Settings/Renderer2D, click "Add Renderer Feature" and add "Renderer List Render Feature" 4. On the same Renderer2D asset, disable "Depth/Stencil Buffer" 5. Enter Play Mode 6. Observe the Conso…

Retrieved 2026-11-11
Fixed Shader Graphs importing to different shader code, and AssetBundles getting different hashes, depending on whether a Shader Graph with Support LOD Cross Fade enabled had been imported earlier in the same editor session.
Fixed the deprecated LightingPhysicallyBased overload ignoring the surface normal and using the specular highlights toggle as the view direction.
Ensured all Native Allocations in the Visual Effects Area are assigned a Native Root and not leaked.
VFX GraphFixUUM-126944
Fixed a GPU crash or corrupted rendering with sorted Visual Effect Graph outputs when some instances of an effect were outside a camera's view, especially with several cameras.
VFX GraphFixUUM-149758
Fixed SubsystemWithProvider.Start not throwing an ArgumentNullException when called after the subsystem was destroyed, which restarted the destroyed provider.
Linked bug report
UUM-151411: SubsystemWithProvider.Start returns without throwing an exception when it is called after the subsystem has been destroyed

How to reproduce: Open the attached "IN-151360" project In the menu bar, select "Bug Repro" > "Start Subsystem After Destroy" Observe the Console Actual result: The "Start" call on the destroyed subsystem returns without throwing an exception Expected result: The "Start" call throws a NullArgumentException, as documented in the "SubsystemWithProvider" Scripting API ("Once a subsystem is Destro…

Retrieved 2026-11-11

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