Crash on CheckDeviceStatus when executing specific InferenceEngine actions
6000.5.0a4
Alpha · Released Jan 8, 2026 · Changeset 35ed6e8537f8 · 1,006 release notes
Crash on D3D12DeviceState::ApplyRenderTargets when creating a new "Get Started With Unity" project
[Intel] Crash on BufferD3D12::BeginWrite when opening a newly created URP project with DirectX12 set as the default graphics API
Fixed issue where using a proxy on Windows could crash the Editor on launch. (UUM-130943) Fixed in 6000.5.0a5.
Fixed a rare crash when uninstalling Universal Render Pipeline package. (UUM-130674) Fixed in 6000.5.0a5.
Obsoleted: Legacy Render Graph APIs (only used internally in pre-6000.3 HDRP) have been marked as obsolete.
SRP CoreBreaking
Removed unity.launch-fullscreen entry in manifest and replaced it with unity.requested-visible-insets and unity.system-bars-behavior.
AndroidBreaking
Obsoleted: CreateAssetWithContent(string, string, Texture2D, Action<int>) has been made obsolete, use CreateAssetWithTextContent(string, string, Texture2D, Action<EntityId>) instead.
EditorBreaking
Obsoleted: GfxResourceInfo.relatedInstanceId has been made obsolete, use GfxResourceInfo.relatedEntityId instead.
EditorBreaking
Deprecated: AdaptiveProbeVolumes.BakeAdditionalRequests(int\[\]) is deprecated. Please use AdaptiveProbeVolumes.BakeAdditionalRequests(EntityId\[\]) instead.
GraphicsBreaking
Deprecated: Multiplayer Widgets are deprecated in favor of Unity Building Blocks.
PackageBreaking
Removed: Prevent System.Object.MemberwiseClone being called on a UnityEngine.Object. MemberwiseClone allowed many Managed UnityEngine.Objects to reference a single Native UnityEngine.Object, leading to undefined behaviour, and eventually, a crash.
Obsoleted: Legacy Render Graph APIs (only used internally in pre-6000.3 HDRP) have been marked as obsolete.
SRP CoreBreaking
Deprecated: ScriptableRendererData useNativeRenderPass property is deprecated, URP runs with Render Graph that supports native render pass by default.
URPBreaking
Removed: Removed Instant Games derived platform.
WebBreaking
Removed: Removed legacy VR Module and its relevant APIs.
XRBreaking
Removed unity.launch-fullscreen entry in manifest and replaced it with unity.requested-visible-insets and unity.system-bars-behavior.
AndroidBreaking
Removed interpreting the line parameter as a context object when entering Prefab Stage. This change requires using the supported API added in 2021.3: SceneManagement.PrefabStageUtility.OpenPrefab.
EditorBreaking
com.havok.physics - "This package is no longer supported on this editor version."
Packages updatedBreaking
com.unity.multiplayer.widgets - "This package is no longer supported on this editor version."
com.unity.meta-instant-games-sdk - "Support for the Facebook Instant Games C# SDK for Unity is now deprecated and not recommended for production."
Added: AndroidWindowInsets, controls system bars behavior and queries insets at runtime.
AndroidAPI change
Added: Listen and control insets at runtime - AndroidApplication.onWindowInsetsChanged, AndroidApplication.currentWindowInsets.
AndroidAPI change
Added: PlayerSettings.Android.requestedVisibleWindowInsets, controls which insets should be visible on application start.
AndroidAPI change
Added: PlayerSettings.Android.systemBarsBehavior, controls how system bars should behave when swiping from bottom or top of the screen.
AndroidAPI change
Changed: PlayerSettings.Android.renderOutsideSafeArea will only control cutout rendering mode, it will not affect status bar visibility, if you want to show/hide status bar use PlayerSettings.Android.requestedVisibleWindowInsets or AndroidApplication.currentWindowInsets.Show/Hide functions.
AndroidAPI change
Changed: Screen.fullscreen no longer does anything on Android, if you want to control navigation bars visibility, use AndroidApplication.currentWindowInsets.Show/Hide functions.
AndroidAPI change
Added: Added new NativeStream.ScheduleConstruct function for creating stream using NativeReference for specifying buffer count.
EntitiesAPI change
Added: Added UnsafeStream.ReaderState to enable random accesses in stream buffers through UnsafeStream.Reader.
EntitiesAPI change
Added: Provide unsafe access to NativeStream foreach count ptr for IJobParallelForDefer job scheduling.
EntitiesAPI change
Added: Added MainToolbarElementAvailability attribute for registering availability callbacks for main toolbar elements. (STO-3718)
Scene/Game ViewAPI change
Added: Added static methods Shader.TryConvertPropertyIDToName / Shader.PropertyIDToName.
ShadersAPI change
Added: Added VisualElementAssetReferenceTable and a version of CloneTree which returns an instance of a VisualElementAssetReferenceTable.
UI ToolkitAPI change
Added: Added VisualElementReference class, which enables referencing UI elements within a PanelRenderer.
UI ToolkitAPI change
Added: Added AndroidApplication.isInMultiWindowMode.
AndroidAPI change
Added: Added AndroidApplication.onMultiWindowModeChanged.
AndroidAPI change
Added: AndroidWindowInsets, controls system bars behavior and queries insets at runtime.
AndroidAPI change
Added: Listen and control insets at runtime - AndroidApplication.onWindowInsetsChanged, AndroidApplication.currentWindowInsets.
AndroidAPI change
Added: PlayerSettings.Android.requestedVisibleWindowInsets, controls which insets should be visible on application start.
AndroidAPI change
Added: PlayerSettings.Android.systemBarsBehavior, controls how system bars should behave when swiping from bottom or top of the screen.
AndroidAPI change
Changed: PlayerSettings.Android.renderOutsideSafeArea will only control cutout rendering mode, it will not affect status bar visibility, if you want to show/hide status bar use PlayerSettings.Android.requestedVisibleWindowInsets or AndroidApplication.currentWindowInsets.Show/Hide functions.
AndroidAPI change
Changed: Screen.fullscreen no longer does anything on Android, if you want to control navigation bars visibility, use AndroidApplication.currentWindowInsets.Show/Hide functions.
AndroidAPI change
Added: Added APIs and UI to control the SceneView camera acceleration, easing and speed modifier.
EditorAPI change
Changed: Improved Project Auditor auto-fixing API.
EditorAPI change
Changed: Project Auditor: remove MemoryIgnoreVoidReturn area, and introduce returnType instead.
EditorAPI change
Added: Added new NativeStream.ScheduleConstruct function for creating stream using NativeReference for specifying buffer count.
EntitiesAPI change
Added: Added UnsafeStream.ReaderState to enable random accesses in stream buffers through UnsafeStream.Reader.
EntitiesAPI change
Added: An error will now be logged when the generation of an IJobEntity schedule invocation fails.
EntitiesAPI change
Added: Provide unsafe access to NativeStream foreach count ptr for IJobParallelForDefer job scheduling.
EntitiesAPI change
Added: Added Physics. method for cases when it is undesirable to enable auto de-allocation of events and instead a manual approach is desired where memory can be recovered during specific events.
Added: Added MainToolbarElementAvailability attribute for registering availability callbacks for main toolbar elements. (STO-3718)
Scene/Game ViewAPI change
Added: Added static methods Shader.TryConvertPropertyIDToName / Shader.PropertyIDToName.
ShadersAPI change
Added: Added VisualElementAssetReferenceTable and a version of CloneTree which returns an instance of a VisualElementAssetReferenceTable.
UI ToolkitAPI change
Added: Added VisualElementReference class, which enables referencing UI elements within a PanelRenderer.
UI ToolkitAPI change
Added: New APIs to prewarm the compute shaders (generated and built-in) used by VFX Graph.
VFX GraphAPI change
Missing Player Settings for Windows Platform restored. (UUM-129814) First seen in 6000.5.0a4. Fixed in 6000.5.0a5.
Reverted changes that caused unsaved scene changes to be lost during builds (UUM-128985) Fixed in 6000.5.0a5.
Fix editor freeze when UpdateInGroup attribute has cycle. (UUM-128197) Fixed in 6000.5.0a5.
Game freezes after command buffer Timeout error
[iOS] Screen flashing after the iOS splash screen
[iOS][Android] OnSubmit event is triggered indefinitely on UGUI Input Field after dismissing keyboard on mobile
Project Auditor: Added a module/analyzer to inspect every GameObject in a project and flags issues about incorrect Read/Write Texture import settings, if used by Particle System Components.
Editor
Added root labels to all memory allocations requested by navigation and pathfinding (com.unity.module.ai).
Fixed Unity Editor not detecting Unity Hub installation on Linux. The Editor now correctly checks both user-local (~/.local/share/applications/) and system-wide (/usr/share/applications/) locations for the Hub desktop file, and properly respects the XDG_DATA_HOME environment variable.
Project Auditor: Added a module/analyzer to inspect every GameObject in a project and flags issues about incorrect Read/Write Texture import settings, if used by Particle System Components.
Editor
Updated the Build Profile window to automatically display a Restart Unity Editor option after a platform module is installed through the Unity Hub.
Editor
Added root labels to all memory allocations requested by navigation and pathfinding (com.unity.module.ai).
Removed all com.unity.modules.vr dependency .json files and deprecated the module in Unity 6.5 and above.
Removed the VR Editor and VR Module along with their API references.
XR
Fixed a race condition in the licensing client where the Editor would succeed to make the client acquire a floating license faster than it had finished loading licenses at startup, which would make it fail to pick up the new license.
Fixed Unity Editor not detecting Unity Hub installation on Linux. The Editor now correctly checks both user-local (~/.local/share/applications/) and system-wide (/usr/share/applications/) locations for the Hub desktop file, and properly respects the XDG_DATA_HOME environment variable.
Hide adaptive settings in build profile when the platform module is not installed.
Perform early license check.
LicenseUUM-127690fixed 6000.3.1f1
Re-added support for Jetbrains Rider profiling, which had been temporarily removed with a recent security fix.
Fixed "Custom Physics Shape" outline generation in the Sprite Editor Physics Module so that it more closely matches the Sprite outline. This also fixes outlines generated with "PolygonCollider2D.CreateFromSprite".
Physics 2DUUM-121973fixed 6000.4.0a4
Fixed "Unable to find style" warning on switching color blind mode on or off.
ProfilerUUM-117113fixed 6000.3.0f1
Fixed UI module view.
ProfilerUUM-126000fixed 6000.5.0a3
Fixed possible duplicate unity module assemblies that corrupted TypeCache results for types in those Modules.
ScriptingUUM-121800fixed 6000.4.0a5
Moved filter style field from UIBuilder module to UIToolkitAuthoring module.
UI Toolkit
Fixed Library folder that was sometimes wrongly added to source control on a new project created from the Hub.
Version Control
Fixed the Pending changes view that was refreshed on window activation for no reason.
Version Control
Fixed "Autoconnect Profiler" build option. Autoconnecting sometimes raised the error "The message header is corrupted and for security reasons connection will be terminated." in the Editor.
1.8.25 to 1.8.26
1.5.8 to 1.5.9
1.3.3 to 1.4.0
6.1.1 to 6.2.0
2.2.2 to 3.4.0
1.6.0 to 1.7.0
1.7.1 to 1.7.2
1.16.0 to 1.16.1
3.0.3-pre.3 to 3.0.3
1.1.3 to 1.1.4
2.2.2 to 2.4.1
5.4.0 to 5.4.2
6.4.0 to 6.5.0
6.4.0 to 6.5.0
1.9.1 to 1.10.0
1.3.11 to 1.4.1
6.4.0 to 6.5.0
13.0.0 to 14.0.2
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12.0.0 to 13.0.1
13.0.0 to 14.0.0
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3.0.0 to 4.0.0
1.0.0-pre.1 to 2.0.0
2.7.3 to 2.7.4
4.4.2 to 4.16.4
1.0.0 to 1.0.1
3.8.1 to 3.8.2
1.3.1 to 1.4.0
3.0.0 to 3.0.2
1.8.25 to 1.8.26
2.10.0 to 2.10.2
2.4.0 to 2.4.2
1.15.0 to 1.17.0
1.5.8 to 1.5.9
1.3.3 to 1.4.0
2.0.1 to 2.0.2
3.2.1 to 3.2.2
6.0.7 to 6.0.8
3.1.3 to 3.1.5
4.13.2 to 4.14.0
17.4.0 to 17.5.0
17.4.0 to 17.5.0
com.unity.render-pipelines.high-definition-config: 17.4.0 to 17.5.0
17.4.0 to 17.5.0
17.4.0 to 17.5.0
2.4.2 to 2.4.3
6.1.1 to 6.2.0
2.2.2 to 3.4.0
2.0.5 to 2.0.6
1.15.2 to 1.16.0
17.4.0 to 17.5.0
1.6.0 to 1.7.0
17.4.0 to 17.5.0
2.1.1 to 2.2.0
1.7.0 to 1.7.2
3.3.0-pre.1 to 3.4.0-pre.2
4.5.2 to 4.5.3
1.16.0-pre.2 to 1.16.1
4.2.3 to 4.2.4
1.0.0 to 1.0.1
2.0.0 to 2.0.1
2.0.0 to 2.0.1
2.6.0 to 2.7.0
1.0.1 to 1.0.2
1.0.7 to 1.0.9
1.4.0 to 1.4.1
1.0.0 to 1.0.1
3.0.3-pre.1 to 3.0.3
3.0.3-pre.1 to 3.0.3-pre.3
3.0.3-pre.1 to 3.0.3-pre.3
3.0.3-pre.1 to 3.0.3-pre.3
3.0.3-pre.1 to 3.0.3-pre.3
1.1.1 to 1.1.4
1.7.0 to 1.9.0
1.0.0 to 1.0.1
1.2.0-pre.1 to 1.2.0-pre.2
2.2.1 to 2.4.1
com.unity.cloud.draco@5.4.2
com.unity.behavior@1.0.13
com.unity.cloud.gltfast@6.14.1
Added a 2D Profiler that displays real-time visualization of texture atlas usage whic offers clear insights into sprite and atlas efficiency during gameplay.
2DFeature
Insets visibility can now be controlled via Editor API/UI and Runtime API. Refer to PlayerSettings.Android.requestedVisibleWindowInsets, PlayerSettings.Android.systemBarsBehavior, AndroidApplication.currentWindowInsets, AndroidApplication.onWindowInsetsChanged to learn more.
AndroidFeature
DisableAutoTypeRegistration now is allowed assembly-wide.
EntitiesFeature
Added support for the TextArea attribute to create multi-line text fields for ports and options.
Graph ToolkitFeature
Added the ability to create custom classes that inherit from DataTypeStyleMapper to associate icons and colors with custom data types. Custom DataTypeStyleMapper classes can be decorated with DataTypeStyleMapperAttribute to specify compatible graph types.
Graph ToolkitFeature
Added a system that adjusts the frame rate based on the thermal state. When the device overheats, iOS enters Serious and then Critical thermal states. In the Critical state, iOS reduces system-wide performance to lower device temperature. With this new system Unity proactively lowers the frame rate to 30 FPS in Serious state and 15 FPS in Critical state, which helps prevent the device from becoming too hot, improves responsiveness under overheating conditions, and reduces the likelihood of GPU timeouts or rendering freezes. This feature is enabled by default and it can be toggled in the iOS Player Settings using the Adjust iOS FPS based on thermal state checkbox. In addition, the frame rate in the Serious state can be configured using Serious Thermal State FPS, and in the Critical state using Critical Thermal State FPS.
iOSFeature
Added a PanelRenderer component to UI Toolkit.
UI ToolkitFeature
Added support for PanelRenderer to display its elements in the new Hierarchy window.
UI ToolkitFeature
Integrated override bars and affordances for attributes in the Visual Element Inspector.
UI ToolkitFeature
Added a 2D Profiler that displays real-time visualization of texture atlas usage whic offers clear insights into sprite and atlas efficiency during gameplay.
2DFeature
Insets visibility can now be controlled via Editor API/UI and Runtime API. Refer to PlayerSettings.Android.requestedVisibleWindowInsets, PlayerSettings.Android.systemBarsBehavior, AndroidApplication.currentWindowInsets, AndroidApplication.onWindowInsetsChanged to learn more.
AndroidFeature
Added tracking for UGUI usage.
EditorFeature
Changed the Texture Inspector's color channel previews to default to grayscale, and added a button to toggle between grayscale and colorized views.
EditorFeature
Updated Project Auditor to report the use of obsolete APIs.
EditorFeature
DisableAutoTypeRegistration now is allowed assembly-wide.
EntitiesFeature
Added support for the TextArea attribute to create multi-line text fields for ports and options.
Graph ToolkitFeature
Added the ability to create custom classes that inherit from DataTypeStyleMapper to associate icons and colors with custom data types. Custom DataTypeStyleMapper classes can be decorated with DataTypeStyleMapperAttribute to specify compatible graph types.
Graph ToolkitFeature
Added a system that adjusts the frame rate based on the thermal state. When the device overheats, iOS enters Serious and then Critical thermal states. In the Critical state, iOS reduces system-wide performance to lower device temperature. With this new system Unity proactively lowers the frame rate to 30 FPS in Serious state and 15 FPS in Critical state, which helps prevent the device from becoming too hot, improves responsiveness under overheating conditions, and reduces the likelihood of GPU timeouts or rendering freezes. This feature is enabled by default and it can be toggled in the iOS Player Settings using the Adjust iOS FPS based on thermal state checkbox. In addition, the frame rate in the Serious state can be configured using Serious Thermal State FPS, and in the Critical state using Critical Thermal State FPS.
iOSFeature
Added a Locate button in the Package Manager to locate imported samples in the Project window.
Package ManagerFeature
Added code coverage support for development builds on standalone platforms (Windows, macOS, and Linux) that use the Mono scripting backend.
ScriptingFeatureWindowsmacOSLinux
Added a log message on Editor shutdown that displays the version of the oldest serialized file loaded during the session.
SerializationFeature
Added the UNITY_PLATFORM_META_QUEST preprocessor directive for shader compilation when targeting Meta Quest. This can be used to create platform-specific shader optimizations.
ShadersFeature
Added a PanelRenderer component to UI Toolkit.
UI ToolkitFeature
Added an experimental USS Stats window.
UI ToolkitFeature
Added support for PanelRenderer to display its elements in the new Hierarchy window.
UI ToolkitFeature
Integrated override bars and affordances for attributes in the Visual Element Inspector.
UI ToolkitFeature
Added DirectStorage support for asset loading in Windows Standalone builds. You can use this feature by using Enable Direct Storage in Player Settings.
WindowsFeature
Removed unneeded noise evaluation in APV when sampling per-vertex.
GIImprovement
Exposed log verbosity as a option within the Physics pane to allow users to suppress some warnings and logs coming out of the PhysX integration. The new setting can be found under *Edit > Project Settings > Physics > Settings* under the GameObject tab. (PHYS-681)
PhysicsImprovement
Fixed an issue where the swizzle node's input slot could end up in a bad state. Changed its behavior so that the node's input and output slot always reflect the swizzle mask.
Improved contrast of category names.
Improved some cases where swapping pipeline assets could cause disruptions.
Improved the alignment of the help box in the Project Settings window.
Improved the formatting of the help box in the Project Settings window.
Updated the grouping shortcut to match the context menu behavior.
Updated the help button for heatmap values to redirect to the Shader Graph package documentation.
Improved Test Data ToString Representation.
Test FrameworkImprovement
Added a GameObject menu item to add a Panel Renderer.
UI ToolkitImprovement
Improved performance when sampling the nearest position on the NavMesh.
Improved UWP DX12 SRPTests coverage.
DX12Improvement
Added a Save option to Project Auditor when selecting New Analysis.
EditorImprovement
Added main Project Auditor preferences to its start screen.
EditorImprovement
Fixed a performance regression with the Editor's property caching system.
Improved interactivity of progress bar when opening the "Compile and Show Code" dropdown in the Shader Inspector.
Improved Project Auditor code analysis.
EditorImprovement
Increased the minimum width of the Sprite Editor Window so when the window is undocked it cannot be resized so that the window is too thin to display all the buttons on the toolbar.
Switched IMGUI text backend to ATG.
EditorImprovement
Removed expensive baking analytics in the Entities packages that occurred during subscene importing. This was done to speed up build times.
Removed unneeded noise evaluation in APV when sampling per-vertex.
GIImprovement
Added a message to the Frame Debugger that displays when the Editor is waiting for the player to respond or send messages.
Improved baseVertex validation when setting a sub-mesh on a Mesh.
GraphicsImprovement
Added the in keyword to RenderGraph TextureHandle and BufferHandle function parameters in HDRP, as they are now readonly structs.
HDRPImprovement
Render Pipeline Converter: Allowed HDRP to use Readonly material converter. (SRP-974)
HDRPImprovement
Improved de-virtualization of boxed virtual calls in generic code that are guarded by an is check.
IL2CPPImprovement
Made a minor reduction in IL2CPP player build times by optimizing managed symbol file handling by UnityLinker and IL2CPP.
IL2CPPImprovement
Optimized calls to typeof(T).IsEnum, typeof(T).IsByRefLike, typeof(T).IsValueType, typeof(T).IsPrimitive in generic code.
IL2CPPImprovement
Optimized type equality checks in generic code.
IL2CPPImprovement
Reduced code size by reducing the number of method invoker variations generated.
IL2CPPImprovement
Removed boxing in generic code when the box is done for an isinst call.
IL2CPPImprovement
Removed collection of generic instances for method that are replaced by intrinsics.
IL2CPPImprovement
IMGUI now uses Advanced Text Generator to generate its Text.
IMGUIImprovement
Aligned active trust messages with passive trust.
Package ManagerImprovement
Improved active trust handling in the Package Manager.
Package ManagerImprovement
Added the ability to specify if internal collision, trigger, and joint event buffers should be de-allocated with a specific time interval. Effectively allowing memory pressure to be reduced when a physics scene's preparation stage runs. These settings can be found in Project Settings > Physics > Settings > GameObjects tab, under the "Frame Maintenance" foldout.
Exposed log verbosity as a option within the Physics pane to allow users to suppress some warnings and logs coming out of the PhysX integration. The new setting can be found under *Edit > Project Settings > Physics > Settings* under the GameObject tab. (PHYS-681)
PhysicsImprovement
Added an overload to GameObjectUtility.DuplicateGameObjects that allows not recording the Undo.
ScriptingImprovement
Fixed an issue where the swizzle node's input slot could end up in a bad state. Changed its behavior so that the node's input and output slot always reflect the swizzle mask.
Improved contrast of category names.
Improved some cases where swapping pipeline assets could cause disruptions.
Improved the alignment of the help box in the Project Settings window.
Improved the formatting of the help box in the Project Settings window.
Updated the grouping shortcut to match the context menu behavior.
Updated the help button for heatmap values to redirect to the Shader Graph package documentation.
Improved errors reported when a shader compiler process crashes.
Improved GPU performance on Meta Quest devices by avoiding shadow map sampling for geometry that is back facing in relations to the shadow casting light.
ShadersImprovement
Added Material Variants handling to the Render Pipeline Converter's Shader Upgrade.
Improved the Render Pipeline Converter console report to display conversion results.
Optimized Render Graph through several small improvements, with no changes in logic. Render Graph recording step is 2% to 4% faster on the main CPU thread in several scenarios.
SRP CoreImprovement
Volumes - Fixed Open In Rendering Debugger. Now it selects the given Volume Component to inspect.
Improved Test Data ToString Representation.
Test FrameworkImprovement
Added a GameObject menu item to add a Panel Renderer.
UI ToolkitImprovement
Improved consistency between computed style length encoding and corresponding layout node style.
UI ToolkitImprovement
Improved consistency between computed style units and corresponding layout node style data.
UI ToolkitImprovement
Improved memory usage of Visual Element layout border data and simplified preprocessing step for border style data.
UI ToolkitImprovement
Improved performance of layout calculation by removing various pre-layout data conversions.
UI ToolkitImprovement
Improved UXML importer performance.
UI ToolkitImprovement
Moved data used for native layout into computed style structure and removed data redundancy from LayoutManager.
UI ToolkitImprovement
Added the in keyword for RenderGraph TextureHandle and BufferHandle function parameters in URP, as they are now readonly structs.
Universal RPImprovement
Changed DepthCopyPass to ignore copyToDepth and copyResolvedDepth constructor parameters. These are now derived from the source and destination TextureHandles to ensure functional correctness.
Universal RPImprovement
Fixed crash when SpriteRenderer with Polygon2DCollider has size of 0 for 9-slice.
Fixed issue where the MaterialPropertyBlock of a SpriteRenderer is reset when the serialized properties of the SpriteRenderer are changed and the MaterialPropertyBlock has exactly two properties set.
Fixed issue where the user paints with an empty brush at any position and clears the Tile at (0, 0, 0).
Fixed issue with the Tile Palette window where a user can continue panning the Tile Palette window if the user's pointer leaves the Tile Palette window while panning and deactivates panning outside of the Tile Palette window.
Improved gradle dependency setup for merge_variant_JniLibFolders versus buildIl2Cpp.
Fixed cache-related crash on iOS when loading assets.
Synchronizing the Editor Preferences on disk, when the Editor Theme is changed.
Fixed manual link for AudioRandomContainer inspector help button.
Fixed a bug that job command list is returned to a wrong command list pool in certain case. (UUM-129514) First seen in 6000.5.0a4.
Fixed a crash that occurred due to kernel memory exhaustion when a texture was modified using Texture2D.Apply a high number of times within a single frame.
Added example explaining how to refresh a preview. (GFXLIGHT-1791)
EditorFix
Added example explaining how to refresh a preview.
Added property drawer for UxmlSerializedData and display attributes in the VisualElement inspector as read only.
EditorFix
Allow for keyboard navigation in platform browser.
Applied prefab override that contains proper transform values and materials.
Changed color + add underline on hover for text links in uitk. (UUM-127603) First seen in 6000.5.0a2.
Clone editors don't load scripts properly. (UUM-129816) First seen in 6000.5.0a3.
Delete the Meta file that was creating an empty folder.
Editor hangs longer with each switch of the default theme in project settings.
Ensure supports for exclude is correctly propagated for search window vs hierarchy.
Fixed "inconsistent results" warnings when launching a new project that was created with the Mixed Reality template.
Fixed AddComponent menu not showing in certain multiple display layouts.
Fixed AddComponent menu producing a warning when selecting Animation/Animation and other combinations that may use the same name for parent and child menu items.
Fixed applying new managed objects from a prefab instance to a prefab asset.
EditorFix
Fixed BRG,GRD and EG 16KiB cbuffer limited low end mobiles.
Fixed bug where the preview of the Search window inspector was clipped when shown.
Fixed cameras unaligned settings in SplitScreen scene in URP Package Sample.
Fixed choppy animations in Player Settings embedded in the Build Profiles window.
Fixed color of selected item count in Query Tree.
Fixed compilation error in URP when Editor Assemblies Compatibility Level is set to .NET Standard.
Fixed empty PassData class in URP Package Sample.
Fixed error logs and incorrect UI state in Project Settings > Services when opening a project bound to an organization the user doesn't have access to. The Editor now correctly shows the "Refresh access" screen instead of logging errors.
Fixed errors not being displayed in the Ray Tracing Shader inspector when creating a Ray Tracing Shader containing compilation errors using ShaderUtil.CreateRayTracingShaderAsset.
Fixed foldout behavior in dynamic panel. (STO-3611)
EditorFix
Fixed Frame Debugger errors due to outdated bindings code.
Fixed icon size for searchpropositions dialog.
Fixed ID capitalization issue.
Fixed Initial scene not loaded in play mode scenario.
Fixed Intermediate texture compatibilty mode warning in URP Package Sample.
Fixed Intermediate texture compatibilty mode warning in URP Package Sample.
Fixed keyboard navigation in the ObjectSelector window.
Fixed lighting on HDRP Template. (UUM-126805) First seen in 6000.5.0a1.
Fixed LinuxEditor accelerator key changes made by a context menu from persisting after the menu is closed.
Fixed missing destroy of mesh in MeshToSDFBaker in case of multiple meshes have been provided to.
Fixed missing script error on play mode on both SRP Indoors scene templates.
Fixed MixedFOV scene unapplied prefab in URP Package Sample.
Fixed Orientation Gizmo Perspective/Isometric icon rendering over other overlays.
Fixed Outline selection rendering fix when RSUV and vertex displacement.
Fixed overlay menu layouting issue while in dynamic panel. (STO-3638)
EditorFix
Fixed overlay menu toggle state on layout changed.
Fixed overlay resizing sometimes not being available after resizing the window. (STO-3481)
EditorFix
Fixed potential confusion between uGUI and UI Toolkit in the Create and Add Component menus.
Fixed scene view camera position.
Fixed styling of querybuilderview to not overflow.
Fixed styling of querybuilderview to not overflow.
Fixed tooltip lingering when cursor move away from the tooltip Rect. (UUM-128433) First seen in 6000.5.0a2.
Fixed tooltip placement for modal window. (UUM-129187) First seen in 6000.5.0a1.
Fixed unapplied changed in prefab MainPanel in BlobShadow scene in URP Package Sample.
Fixed unnecessary domain reload when switching between build profiles of the same platform. (PLAT-17456)
EditorFix
Now ensuring that the dynamically populated character glyphs get serialized to their related font .asset file. This fixes the inconsistent results warning that was reported.
Removed of an unused scale variable.
Removed unsused lighting setting file in URP Package Sample.
Rename the particle systems with meaningful names.
Resolved an issue where the helpurl function was unable to locate and display help files stored within sub-folders. The system now fully supports hierarchical directory structures for documentation links.
EditorFix
SceneProvider doesn't listen to objectChanged (only those triggered by user changes). Also SceneProvider sets its listener in onEnable. (UUM-128658) First seen in 6000.5.0a2.
TaskCanceledException when stopping a play mode scenario.
The "VRS - Runtime Resources" settings label in the editor Graphics settings has been slightly modified to remove an unnecessary prefix.
Updated platform groupings for the Platform Discovery window.
Warning is thrown when trying to delete Default scenario in Play Mode Scenarios window.
Fixed issue where binaries with a non-zero load address would not be symbolicated correctly in Engine Diagnostics.
Fixed crash in NativeStream.ScheduleConstruct when scheduling creation of a stream with zero buffers.
EntitiesFix
Fixed an issue where a warning would be displayed, and light probes would look incorrect when loading a scene lit only by Enlighten Realtime GI, and no baked GI.
Fixed changing the value of an option rendered via a custom property drawer to now correctly triggers OnDefinePorts and OnDefineOptions. (UUM-128871) First seen in 6000.5.0a3.
Allow to set Render Pipeline Asset alongside with Global Settings in case when Asset Bundles were used.
Fallback to main-thread skin matrix calculation for non-optimized SkinnedMeshRenderers when serialized with "m_DirtyAABB" set to true and "Update When Offscreen" is enabled.
Fixed a crash when modifying a mesh that is part of a static batch.
Fixed an issue with Vulkan Device Filter Asset and D3D12 Device Filter Asset where the C\# side regular expression checker was not fully ECMAScript compatible with the Player regular expression engine.
Fixed crash with Metal Validation error on resolving MSAA memoryless depth buffer.
Fixed floating point precision issue with ACES tonemapping.
Fixed synchronization of buffer data written by the CPU and accessed later by the GPU when using the Metal graphics API.
Fixed transient AA depth in renderpass not getting memoryless.
It is easy for the user to add a redundant Copy Color pass when using Full Screen Render Feature. (UUM-126396) First seen in 6000.5.0a2.
Undo now works properly for LODGroup's reparenting behavior.
Fixed DLSS & FSR2 black screen after adding a custom render pass.
Fixed error when using non-Decal Projector supported Materials.
Fixed Screen Space Lens Flare error when using mip bias 0 setting.
HDRP Wizard - Crash on Fix All when the default settings folder does not exist. (UUM-129594) First seen in 6000.5.0a4.
HDRP Wizard - Fix All button is shown even if there are no converters for the current editor platform.
Fixed multiple mouse button presses not processed after Mouse.current.WarpCursorPosition() on Windows.
Fixed a case where UI buttons could register a click after returning from the app switcher if a touch was still in progress.
Fixed external display mirroring. (UUM-129877) First seen in 6000.5.0a4.
Fixed external display mirroring. (UUM-130203) First seen in 6000.5.0a4.
Fixed iOS 26 logs appearing as <private> in Console app.
Fixed Swift trampoline Append mode when doing a clean build. (UUM-129708) First seen in 6000.5.0a4.
Fixed InvalidOperationException is no longer generated when scheduling an IJobParallelForDefer job with a NativeList that is tagged with \[NativeDisableContainerSafetyRestriction\].
Fixed New lines not registering in Multi-line UI text boxes.
"Install" button remains active after installing a UPM package from Asset Store in the Package Manager window.
Fixed issue where placeholder package entries weren't being shown for packages added by technical name.
Improved unityRelease field validation in the UI so invalid values are rejected, preventing obscure resolve errors and package loading failures.
Fixed crash when particles component does not have a material.
Added the overflow: hidden property to the collision layer matrix container in order to no longer generate scroll bars when scaling down the project settings window.
Fixed a long standing issue with CharacterController authoring where an validation check was incorrect, in previous versions it was more complicated to hit this issue due to specific values needing to be input rather than just 0 for 'Step Offset'.
Fixed an issue where some logs messages coming from the PhysX integration would be ignored. (PHYS-681)
PhysicsFix
Fixed an issue where transform sync would in some instances incorrectly change the CharacterController component's internal shape rotation. In the case of PhysX this manifested by bodies being flung out when hit from the "right side" which meant that the internal capsule was reverted to it's default orientation (x-axis aligned in PhysX).
Improved performance of heightfield creation for terrain collider while async loading.
Ensure that all available project templates have the 2D physics project setting option of "Reuse Collision Callbacks" enabled.
Fixed an issue where an "InvalidOperationException" was thrown when calling "PhysicsBody.SetAndWriteTransform" when the "PhysicsWorld.TransformWriteMode" was "PhysicsWorld.TransformWriteMode.Slow3D".
Fixed ProfilerRecorder recording render data when Application.targetFramerate is set in PlayMode.
Profiler: Fixed native memory rooting for memory used for the profiler or using the MemLabel kMemProfiling/kMemProfilingEditor that would show up in the Memory Profiler as Native > Unity Subsystems > Unrooted. (UUM-128226) First seen in 6000.5.0a2.
Fixed the visual grouping of subassets regression. (UUM-129380) First seen in 6000.5.0a4.
Fixed issue where shells of scenes would remain in memory until GC collect, when the scene was originally loaded via LoadSceneAsync. (UUM-130228) First seen in 6000.5.0a4.
Fixed issue where a warning was cut off when the preset name exceeded the maximum length in the overlay preset creation prompt.
Fixed issue where HideInCallstack attribute had no effect on parameterless generic methods.
Fixed issue where Shortcut Manager's search field would lose focus unexpectedly.
Fixed the size of the "Camera overscan settings" dropdown window.
Ensure that types with ToString(string) methods also work correctly when used in format string interpolation.
Fixed color picker for selecting custom node colors.
Fixed documentation links for Dropdown, Property, Keyword, Custom Function and Redirect Nodes. (UUM-128883) First seen in 6000.5.0a3.
Fixed portability of Hue Node in low precision environments.
Fixed warnings about "fixed" being redefined when compiling built-in render pipeline shadergraph shaders on some platforms.
Fixed a crash in ShaderUtil.GetPassKeywords when called with ShaderType.RayTracing.
Fixed redundant shader reimports at editor startup and shutdown.
Fixed shader keyword declaration override UI in shader build settings getting confused by multiple whitespaces.
Fixed the non deterministic build issue when building shader AssetBundle.
Shaders with dynamic_branch keywords and a corresponding material property are now reported as SRP Batcher compatible.
Fixed a Frame Debugger issue where the wrong texture was displayed after selecting certain passes (e.g DrawSkybox).
Fixed NotSupportedException thrown when disabling Rendering Debugger UI without uGUI installed. (UUM-129395) First seen in 6000.5.0a2.
Render Graph Viewer - Fixes broken RG viewer window when switching the platform in the Editor.
Render Graph Viewer - Fixes incorrect data source labeling when a remote standalone build disconnects.
Render Graph Viewer - NullReferenceException that occurs when entering/exiting Play Mode while the Render Graph Viewer is paused.
Volume Inspector - Add override - Fixed height on the pop up menu. (UUM-126697) First seen in 6000.5.0a1.
Fixed how we pass simulator arch to the CodeEval function and broken test that this uncovered.
Added justified text support to ATG.
Ensure SpriteAsset can be loaded from the Resources folder.
Fixed a typo in Canvas Component warning.
Fixed the Dynamic ListView not refreshing when an item is being added using MakeNoneElement with 0 height.
Updated the CollectionView control to return the correct root item for the context menu to consume.
Updated the scene node handle to only apply the inline background color when not selected.
Fixed binding affordance is not updated when adding binding to spacing or border fields.
Fixed errors when modifying the filter definition while using the UI Builder.
Fixed material properties bleeding to the next element when material doesn't change.
Fixed TextMesh component icon that was difficult to see in dark-mode.
Fixed UI builder background repeat and position icons.
Inspector VisualTreeAsset preview now uses project settings.
UI ToolkitFix
Made the generated UxmlSerializedData class consistently public. Its visibility is now controlled by the parent class.
Null exception when opening UIBuilder with certain themes.
Only show reset preview theme button when overridden.
Removed UI Renderer from the Add Component menu.
Fixed fog interfering with an active debug mode.
Fixed Render Pipeline Converter - Animation Clip converter was not converting some Animation Clips. (UUM-126581) First seen in 6000.5.0a1.
Fixed TemporalAA "Disabling TAA" warning being incorrectly logged.
Fixed URP unlit shader template.
Added instructions on how to disable the deep scan of local packages when a timeout occurs and the setting is enabled.
Added missing tooltips for the VFX overlay.
Script debugging feature "wait for managed debugger" now shows dialog like on other Apple platforms. (UUM-129113) First seen in 6000.5.0a1.
WebGPU: Fix for setting mip level for writable textures bound to compute shaders.
WebGPU: fix issue with setting a Texture2DArray as a render target with AllDepthSlices, only the first layer was cleared.
\[WebGPU\] Fixed using a depth slice of a 3d texture as a render target.
Fixed the build and run exception for the Windows Standalone player. (UUM-127895) First seen in 6000.5.0a2.
Fixed an issue in URP2D where SpriteRenderer mask interaction can fail to work correctlly in certain mixed 2D/3D rendering cases.
Fixed case where memory spike after activating Freeform Light2Ds.
Fixed case where Sprites in Editor are showing artifacting when using Sprite Skin components when using Sprite Skin components. (DANB-1209)
2DFix
Fixed crash when SpriteRenderer with Polygon2DCollider has size of 0 for 9-slice.
Fixed issue where the correct values for the cell layout and sizing are not shown in a Tile Set importer inspector when the TileSet is selected or its changes are applied or reverted.
Fixed issue where the MaterialPropertyBlock of a SpriteRenderer is reset when the serialized properties of the SpriteRenderer are changed and the MaterialPropertyBlock has exactly two properties set.
Fixed issue where the user paints with an empty brush at any position and clears the Tile at (0, 0, 0).
Fixed issue where the user sees an error dialog after cancelling a SaveFolderPanel action from the Tile Palette.
Fixed issue with the Tile Palette window where a user can continue panning the Tile Palette window if the user's pointer leaves the Tile Palette window while panning and deactivates panning outside of the Tile Palette window.
Fixed LIght2D toggle UI.
Fixed missing API access to SpriteMaskInteraction for MeshRenderer and SkinnedMeshRenderer.
Fixed missing properties om SortingGroup inspector when using 3D URP.
Fixed Sprite Skinning for Sprite Subtargets.
Fixed UI Alignment Issue.
Sprite Editor Window Custom Outline and Physics Custom Outline inspector window is disabled when in playmode.
Fixed - No default loader found - error when Adaptive Performance Settings are added on unsupported platforms in Build Profilers.
Fixed the Provider View Guide link going out of bounds when no providers are installed.
Improved Adaptive Performance domain reload time. Adaptive Performance and its packages are now only updated when opening the Settings instead of Play Mode and during Editor startup. Adaptive Performance gets now stripped properly if not in use.
Adaptive PerformanceFix
Make Adaptive Performance package documentation visible in the Manual page for core packages.
Adaptive PerformanceFix
Fixed an incorrect include path to the lib in the custom Gradle settings.
Fixed an issue where gamepad/Joystick buttons could get stuck in a pressed state.
Fixed build failure issue when building application while RenderDoc is running.
Fixed for the visible icon artefact during the splash screen on Android XR.
AndroidFixXR
Fixed problem with Y touch coordinate when using Activity, setting "Render outside of safe area" to false and using "Letterboxed" scaling mode.
Fixed SDK Platforms-25 installation (for source-code customers).
Fixed unaligned buttons in Build Settings window.
Improved gradle dependency setup for merge_variant_JniLibFolders versus buildIl2Cpp.
On Android XR devices, fixed a hang in FMOD shutdown when calling Application.Quit().
Updated minimum Android SDK build and platform tools versions to 36.0.0.
Fixed a crash when attempting to play animation clips from the animation window on animators with invalid controllers (no layers).
Fixed animator state showing a parameter that no long exists.
Fixed copy/paste of ghost transitions when source state is not selected.
Fixed crash caused by avatar having some invalid human bones.
Fixed crash when deleting playable output with null graph.
Fixed focus on clip selection dropdown preventing use of play shortcut.
Fixed issue where Animator state normalized time would stop incrementing past a certain normalized time. Now, the state time will be guaranteed to increment (or decrement) to the next representable floating point number if the delta time is non-zero.
Fixed On Screen Keyboard closing when typing with a controller or Siri Remote.
Fixed cache-related crash on iOS when loading assets.
Fixed crash when you call UnloadAllAssetBundles and there are pending AssetBundle.UnloadAsync tasks.
Ensure Symlinked folders are correctly detected on Unix platform and that a warning about their usage is outputted for each of them.
Fixed an issue where OnWillSaveAssets could return an empty list of asset paths when saving a scene.
Made Adaptive Performance Android Provider package discoverable in the Unity Package Manager.
Adaptive PerformanceChangeAndroid
Improved GPU performance on Meta Quest on Forward. Added a loop unroll keyword if there is only one additional light per object selected on the URP Asset.
AndroidChange
UI Toolkit Test Framework: Internalized some IMGUI-related properties.
Made Adaptive Performance Android Provider package discoverable in the Unity Package Manager.
Adaptive PerformanceChangeAndroid
Improved GPU performance on Meta Quest on Forward. Added a loop unroll keyword if there is only one additional light per object selected on the URP Asset.
AndroidChange
Upgraded DotNetSdk from 8.0.312 to 8.0.318.
Upgraded DotNetSdkRoslyn from 6.0.413 to 8.0.318. Note that we will not be exposing support for newer C\# language versions as a part of this change. Updating the compiler is a step towards this, but other components also need to be updated before we can enable newer C\# language versions.
Changed Look Dev Volume Profile Lifetime Management.
The selection of the Package Manager window no longer affects the inspector. Editing the package manifest remains available.
Package ManagerChange
Changed the Scene Depth Difference Node to default to using View Position instead of World Position.
UI Toolkit Test Framework: Internalized some IMGUI-related properties.