6000.0.61f1: Crash on tlsf_free when generating Font Atlas with SDF16 or SDF32
6000.4.10f1
Supported · Released Jun 3, 2026 · Changeset feeafc12a938 · 43 release notes
41build score
Upgrade risk+26Net cleanup+9Live debt+7
cohort: Update/Supported (47)
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
6000.4.0a1: All values are 0 when inspecting Rendering module in Profiler
Known issueCaution
[Android][GameActivity] App fails to relaunch after it was closed when a foreground service started while app was backgrounded
'AudioSampleProvider buffer overflow' warnings are thrown when any video is played in Play Mode
Editor crashes on "(Unity) WriteObjectToVector" when entering into the Play Mode
Fixed Licensing Client reconnection.
LicenseUUM-142572
Fixed a crash that would occur with sub-emitters appearing multiple times in the sub emitter module.
ParticlesUUM-142083
1.16.0 to 1.17.0
1.4.2 to 1.4.4
Fixed an issue on Android where the navigation bar would become visible after closing the TouchScreenKeyboard in fullscreen mode.
Fixed Vulkan crash when backgrounding Android app with RunWithoutFocus enabled.
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.
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.
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 Unicode handling in sprite assets for TextCore.
GTK : Fixed an issue where frame origin and frame all would do the same thing.
Terrain: Fixed a performance regression that occurred when editing the heightmap of a selected Terrain.
Fixed an APV crash caused by stale cell indices in PruneCellIndexList.
Fixed black square artifacts.
Fixed incorrect probe lighting after changing the Min Probe Spacing.
Fixed an issue where a wire would become invisible after undoing a "create node on wire" operation.
Fixed null reference exception thrown when using "Save as..." option on a graph that contains a local subgraph.
Fixed a Metal Validation assertion in validateCommonDrawErrors that occurred when a buffer was overrun.
Reduce the amount of memory used to pass rendering commands to the render thread, and improve the related diagnostics.
Fixed POSIX file reads larger than 2 GiB failing on Linux.
Fixed crash when Editor's profiler session has too many UI Events captured in profiler.
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 issue where only the left XR controller was able to perform item selection in a TreeView.
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.