Fixed case where Sprite with SpriteSkin is invisible in Editor Play Mode when using Addressables SpriteAtlas loading via "SpriteAtlasManager.atlasRequested" with Sprite Atlas V2 packing enabled.
6000.4.6f1
Supported · Released May 5, 2026 · Changeset 0b051c2e5d54 · 48 release notes
51build score
Upgrade risk+20Net cleanup+14Live debt+17
cohort: Update/Supported (47)
Fixed missing lighting and shadows in the preview camera when using URP 2D.
Fixed Switch Pro gamepad triggers being non-functional on Android when the controller reports L2/R2 as button events instead of axis events.
Fixed ArgumentOutOfRangeException when selecting a transition to a short looping animation in the Animator window.
Fixed slow memory leak of D3D12 fences in large scenes.
Make sure that we are not accessing arrays with negative indices.
Allowed horizontal scroll in SearchTableView.
Copy to clipboard works for query containing special characters like \{ \}
Fixed Anchor Presets UI not responding to Shift/Alt Modifier keys in LinuxEditor.
Fixed multi edit for enum values.
Fixed off-center Provider Name list in Adaptive Performance settings.
Fixed the Layout and Substitution Tables leaking between domain reloads.
Fixed views not being properly refocused when switching between windows.
Fixed WebGL input field focusing out after typing.
Fixedgrid size and snap increment fields accepting incorrect values.
Undo is supported for all Light Types.
Fixed issue where dragging a wire from one port to another would create two undo operations.
Fixed a crash when clicking Load RenderDoc in projects with Terrain active.
Fixed issues when importing textures with the R16G16B16 format on Direct3D.
Fixed OpenGLES crash when invalid binding slot is passed for uniform buffer binding.
Fixed the link to the Streaming Controller component documentation.
Fixed UAVs in closest hit shaders from Shader Passes causing a crash. They are currently not supported and the shader compilers will report an error instead in this case.
\[Vulkan\] Fixed an incorrect DontCare load action being applied after depth resolve or compute shader writes to a RenderTexture, causing artifacts to appear.
Fixed an issue with the Rendering Debugger where the Freeze Camera For Culling dropdown was only showing None as an option.
Fixed a crash when loading achievements from GameCenter multiple times
Fixed crash during shutdown if the job system was accessed from a finalizer.
Fixed NativeQueue.ReadOnly enumerators, UnsafeQueue.ReadOnly indexer and UnsafeQueue.ReadOnly.TryGetValue() when used on queues that have had items dequeued.
Add ScrollView support to RagdollWindow on resize.
Fixed an issue where Collision.transform returned an incorrect Transform when colliding with a ArticulationBody component if the body and Collider component are on different GameObjects.
PhysicsFix
\[NVUnityPlugin\] Fixed a DLSS jitter and flickering issue.
Fixed issue that prevented Ionic.Zlib.CF.plugin dll from being loaded.
When adding a new empty reference entry to an Assembly Definition Asset inspector and clicking Apply, the entry incorrectly duplicates the last entry in the list instead of remaining empty.
Added a setting for enum keyword inputs that allows the project's Shader Build Settings to override them. Also added a setting to add a none entry to the enum.
Fixed Entity ID for Font Assets is serialized twice error.
Fixed error regarding duplicate serialized field when opening TextMeshPro Asset in Inspector Debug Mode.
Fixed an issue where nullReferenceException when changing input field focus with script in OnValidate event .
Fixed a compilation error when code generating property bags while nullable reference types are enabled.
Fixed alpha of SVG previews when imported as a texture.
Fixed an IndexOutOfRangeException and a Blur Radius value reverting when saving with Ctrl+S/Cmd+S after editing the Text Shadow Blur Radius and another property.
Fixed an issue where a binding using the ToSource binding mode would update the UI following a change to the UI.
Fixed an issue where a bound property to a UnityEngine.Object through the runtime binding system could not set null back to the source.
Fixed an issue where exporting colors for a StyleSheet did not have enough precision.
Fixed nested manual topics in [HelpURL] resolving to a "page missing" docs page.
Added documentation clarifying that Adaptive Performance can override decal draw distances at runtime.
Added stereo instancing support to custom UITK shaders written in Shader Graph.
Recovered Quick menu items for material Upgrade: "Convert All Built-In Materials to Current SRP" and "Convert Selected Built-In Materials to Current SRP".
\[WebGPU\] Make sure WebCam video is oriented correctly on mobile devices.
Fixed built-in shader constant unity_StereoEyeIndex not being properly set when using multi-pass XR rendering mode in URP, affecting shaders such as Skybox/Panoramic which would fail to display as stereoscopic even when using the 3D Layout option.