6000.2.0a10: Crash on TexturesD3D12::CreateTextureInternal() when opening a project for the first time
6000.4.3f1
Supported · Released Apr 15, 2026 · Changeset 39d1a88d4dd1 · 46 release notes
6000.3.0a3: Crash on Umbra::QueryExt::queryStaticShadowCasters when baking a custom Reflection Probe with the minimum Near Clipping Planes value
6000.4.0a4: Crash on core::base_hash_set when building a specific project
Crash on xatlas::internal::pack::Atlas::findChartLocation_bruteForce when generating the lighting
Crash with multiple StackTraces when building lighting in a Specific Scene
Crash in vk::OnscreenSwapChain::AcquireNextImage
Crash on "core::base_hash_set" when using nested [SerializeReference] fields in List<T> structures
Crash on CheckDeviceStatus when selecting GameObjects in the scene view while using DX12
Crash on ConstraintProjectionTree::projectionTreeBuildStep when ConfigurableJoint uses JointProjectionMode.PositionAndRotation and connected Rigidbody switches from kinematic to non-kinematic
Crash on PolygonCollider2D::CreatePolygonShapes when painting multiple tiles from Tile Palette onto Tilemap
Changed: Expose JobHandle.GetHashCode and Equals and ==/\!= operators when ENABLE_UNITY_COLLECTIONS_CHECKS is not defined.
EditorAPI change
6000.3.0a5: URP Decals become invisible when over 1000 units away from the camera
ShaderVariantCollection.variantCount and ShaderVariantCollection.shaderCount returns 0 in Builds
Color parameter is ignored when creating dynamic text in a UI Document with DrawText()
Switching platforms will trigger shader-related warnings (TraceTransparentRays)
Inspector fails to render and NRE errors thrown when Domain is reloaded after code changes and Image component is visible in Inspector
macOS stutters in a minimal project in the Editor in Play Mode
Editor memory leak in VisualElement when recompiling in a blank URP project
New Releases are shipped without the newest URP and HDRP Template Versions
5.1.5 to 5.1.6
2.5.0 to 2.6.0
The Prefabs in baking documentation has gotten a new note clarifying why the TransformUsageFlags.Dynamic flag is added to prefabs during baking.
Improved GPU performance by reducing the area where edge antialiasing is applied on default meshes.
UI ToolkitImprovement
Fixed crash drawing debug visualisation for an agent with small radius and a far away destination.
Added a notification in the FBX Importer UI when FBX takes aren't used by any clip.
Reduced critical crashes when minimizing (via Alt-Tab) "Exclusive Fullscreen" window in Player by pausing rendering. Other modes and graphics APIs are not affected. For better stability consider using "FullScreenWindow" (borderless) mode .(https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/).
Fixed an issue where a layout with Locked Project Browser could spam the Console with log errors.
Fixed an issue where clicking Delete in the context menu on a selection of multiple blocks in a context node would only delete the block that was clicked on instead of the entire selection.
Fixed an issue where HDR Colors weren't correctly recorded in the Animation Window.
Fixed deadlock race condition when loading and unloading content files in the editor.
Specific ScriptableObject asset names no longer cause warnings when opening the Build Profiles window.
Fixed issues with the subgraph node right-click menu. Convert to Asset Subgraph and Unpack to Local Subgraph menu items are no longer duplicated when multiple valid subgraph types exist in the graph. These actions no longer allow changing the underlying asset type of the subgraph. Find Asset in Project now correctly pings the associated asset in the Project window.
Graph Toolkit: Removed the Disable Node entry from the right-click menu as the feature is incomplete. This was not meant to be public yet.
PhysicsHingeJoint can now be "unpinned" which provides rotational constraining only with the point-to-point constraint, effectively allowing the PhysicsBody to move while having rotational-only constraints applied.
Update Box2D to include various bug-fixes and improvements, most notably being contact recycling to improve contact performance during simulation.
Fixed issue where loading a Profiler capture while actively recording would mix loaded data with frames that hadn't finished processing.
Fixed Profiler screenshots not recording on Vulkan.
Fixed corners on Mac that would show an invalid pixel on the very edge.
Fixed different VectorImage size when importing SVGs with "Arc Encodings" vs "Basic Triangulation".
Fixed VectorImage import ignoring the viewport.
Fixed viewport options not exposed for SVG VectorImages.
Patched missing pixels caused by some T junctions.
Fixed an issue where on-tile PostPro had a different result compared to traditional PostPro when Color Space was set to Gamma.
Fixed an issue when building and running Meta Quest applications with texture compression targeting enabled.
Improve determinism of Runtime Content Management archive folder across builds.
com.unity.collections: Updated BinarySearch methods "returns" documentation and updated some related unit tests