Fixed errors that occurred when adding a Lens Flare component and added support for orthographic camera.
6000.5.0b11
Beta · Released Jun 4, 2026 · Changeset 25d6213cd1ab · 1,836 release notes
53build score
Upgrade risk+24Net cleanup+10Live debt+19
cohort: beta (67)
Fixed Global Lights 2D error in URP 2D when opening a scene for preview. (UUM-141886) First seen in 6000.5.0b8.
Fixed Light2D serialization conflict. (UUM-141743) First seen in 6000.6.0a5.
Fixed picking for sprites with -ve scale using shadergraph materials.
Replace FindFirstObjectByType with FindAnyObjectByType in adaptive performance.
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.
Fixed errors when right-clicking a mix of transform and sprite keyframes in the Dopesheet.
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 a crash in the Mesh LOD Generator when the input mesh has many overlapping triangles that share a single edge.
Fixed a regression where the Preferred Graphics Jobs Mode field in the Vulkan Device Filter Lists asset Inspector reset to Off after changing it and reselecting the asset. (UUM-141417) First seen in 6000.5.0b7.
Fixed an issue where adding the ShadowCaster2D component in multiple GameObjects simultaneously caused an Editor freeze or incorrect shadow outlines. (UUM-139380) First seen in 6000.6.0a3.
Fixed an issue where an incorrect Dynamic Batching deprecation message could appear in Safe Mode in URP projects. (UUM-142914) First seen in 6000.5.0b11.
Fixed an issue where clicking "Open Prefab" in the "Cannot restructure Prefab instance" dialog opened the Prefab in Isolation, instead of opening the Prefab in Context.
Fixed an issue where references stored in MonoBehaviour/ScriptableObject fields could be lost when importing prefabs during Play Mode.
Fixed an issue with importing samples with dependencies from the all samples tab in Package Manager.
Fixed an issue with text overflowing when applying bold.
Fixed crash when using Hyperlinks.
Fixed ios thermal state warning shows up on other platforms when building. (UUM-133954) First seen in 6000.5.0a7.
Fixed OnValidate not being called after reverting a property override on a Prefab Variant in the Inspector when using the UI Toolkit (default) inspector mode. Previously, non-text fields such as toggles and dropdowns incorrectly prevented the Prefab asset from auto-saving after a revert, which blocked OnValidate until the user clicked elsewhere to remove focus from the field.
Fixed Unicode handling in sprite assets for TextCore.
GTK : analytics event is now sent at most once per file extension per Editor session. (UUM-142215) First seen in 6000.6.0a6.
GTK : Fixed an issue where variable list count UI would overlap the list content. (UUM-140709) First seen in 6000.5.0b6.
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 an issue where light probes were erroneously cleared or removed just after a bake completed. (UUM-141522) First seen in 6000.5.0b9.
Fixed black square artifacts.
Prevent CPU light baking in MacOS Arm builds when Rosetta is unavailable.
Removed unused LiveGI.urtshader that is producing a warning on vulkan.
Fixed an issue where a wire would become invisible after undoing a "create node on wire" operation.
Fixed a Metal Validation assertion in validateCommonDrawErrors that occurred when a buffer was overrun.
Fixed macOS/iOS development builds performance regression. (UUM-135397) First seen in 6000.5.0a8.
Reduced the amount of memory used to pass rendering commands to the render thread, and improve the related diagnostics.
Resolved an issue where EntityIDs would be cast to int instead of ulong which resulted in an exception. (UUM-142526) First seen in 6000.5.0b1.
Fixed tvOS splash images for Swift project type. (UUM-141169) First seen in 6000.5.0b4.
Fixed POSIX file reads larger than 2 GiB failing on Linux.
Fixed an issue in the Netcode Profiler where an incorrect prediction tick value was displayed in the Prediction and Interpolation Tab.
Netcode for EntitiesFix
Fixed debug visualization for capsule colliders, ensuring capsule caps retain curvature when scale is applied.
Allow a PhysicsBody, PhysicsShape, PhysicsChain and all PhysicsJoint to be created from a PhysicsHandle. (UUM-142897) First seen in 6000.5.0a1.
Allow a PhysicsHandle to be retrieved from PhysicsBody, PhysicsShape, PhysicsChain and all PhysicsJoint. (UUM-142897) First seen in 6000.5.0a1.
Fixed and issue where "PhysicsBody.ReadDefinition()" would not read the "worldDrawing" property and "PhysicsShape.ReadDefinition()" would not read either the "worldDrawing" or "moverData" properties,. (UUM-142897) First seen in 6000.5.0a1.
Updated the Obsolete warning for FindObjectOfType to suggest the new FindAnyObjectByType after the InstanceID refactor also made FindFirstObjectByType Obsolete.
Fixed an issue where shaders using predefined keyword shader inputs generated redefinition shader compilation errors when opened in the Editor.
Fixed Material.GetTexturePropertyNameIDs returning empty for Material Variants.
Fixed the Shader Inspector showing an empty "Properties" foldout for shaders that have no properties.
Fixed the Shader Inspector showing an empty "Properties" foldout for shaders that have no properties.
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.
Surface per-glyph metadata to UI Toolkit's TextElement.PostProcessTextVertices.
Fixed offscreen UI rendering for HDR Output with stacked and multi-stack cameras.
Fixed bug where only the left XR controller was able to perform item selection in a TreeView.
Fixed the GradientFIeld not updating during some undo/redo changes and incorrectly combining undo operations when the picker was still open. Selection is now also preserved.
Fixed UIReloadCallback triggered with a detached root. (UUM-142211) First seen in 6000.5.0b9.
Fixed an issue where building with -nographics caused the VFX Graph Position (Depth) to not work correctly.
Added support for using Unity Recorder with the 2D renderer.
Changed the image used for as a warning icon in the Tile Palette to a higher resolution image so that it looks less blurry in the Editor.
Fixed a crash with the Tilemap where the Tilemap is using an invalid cached ITilemap.
Fixed a custom pivot field overflow in the Sprite Editor window.
Fixed a performance regression in SpriteRenderer when changing sprites caused by unnecessary atomic refcount operations in Sprite BlendShape read-only methods.
Fixed a shader warning in Hidden/Light2D.
Fixed a Tilemap crash that occurred when the Enter Play Mode options were changed in the settings, and then Play mode is entered or exited.
Fixed an exception when selecting a Tile in Play mode while the Tile Palette overlay is open in the Scene View in Edit mode.
Fixed an issue in URP2D where SpriteRenderer mask interaction can fail to work correctlly in certain mixed 2D/3D rendering cases.
Fixed an issue where a SpriteSkin with no bones (for example, before running Create Bones) was not selectable in Scene view and displaying incorrectly.
Fixed an issue where Brush Picks List items are initialized with a lower height than the minimum size when the Tile Palette Brush Pick Overlay is expanded.
Fixed an issue where Brush Picks List items become malformed, causing the list to become cut off when decreasing the Pick size with the slider.
Fixed an issue where Brush Picks Names disappear after adjusting the Size of the picks and switching view mode to Grid.
Fixed an issue where Destroying assets is not permitted to avoid data loss error thrown when creating a second Tile Palette Brush Pick Asset.
Fixed an issue where having a long Palette or Brush name could hide other UI elements in the Tile Palette.
Fixed an issue where scrolling in Brush Picks List when a lot of Brush Picks are saved.
Fixed an issue where Select, Pick, Box, and Move tool operations on the Tilemap were not properly cancelled or finalized when the mouse button was released outside the SceneView or Tile Palette window.
Fixed an issue where the Cell Size property accepted negative values when creating a Tile Palette. The Editor now sets negative values to 0.
Fixed an issue where the Palette and Brush dropdown changed in size when switching to other Palettes or Brushes with names of different lengths.
Fixed an issue where the Tile Palette shows an empty grid when the user drags and drops Sprite assets for the Tile Palette but cancels the operation to create Tile assets.
Fixed an issue with 2D shadow volumetric strength.
Fixed an issue with sprite flicker and draw call fluctuation when Sprite Skins are culled.
Fixed artifacts appear on Sprites when generating a Sprite Atlas with Padding set to 2.
Fixed BoxFill not updating Tiles when painting over a 4x4 or larger region.
Fixed case where memory spike after activating Freeform Light2Ds.
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.
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 a user paints a large number of Tiles onto a Tilemap GameObject with a TilemapCollider2D.
Fixed crash when SpriteRenderer with Polygon2DCollider has size of 0 for 9-slice.
Fixed EditorPreview_FloodFill performance regression.
Fixed errors that occurred when adding a Lens Flare component and added support for orthographic camera.
Fixed exception when using preview toggle in Sprite Editor Window when the imported texture is smaller than the source texture.
Fixed issue where a Tile with the Collider Type Grid does not line up correctly when the Tilemap's tile anchor is different from the default cell center.
Fixed issue where RSUV is not supported in 2D Renderers.. Add ShaderUserVariable support for 2D Renderers.
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 Tile Palette moves in the forward axis when it is zoomed in or out while its swizzle is set to non-XY/YX values.
Fixed issue where the Tile Palette window is extremely zoomed in after collapsing the Tile Palette view using the separator and expanding the window by using the Brush view button.
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 issue with the Tile Palette window where the Split view line is not aligned with bottom view when the Tile Palette window is first shown.
Fixed LIght2D toggle UI.
Fixed missing API access to SpriteMaskInteraction for MeshRenderer and SkinnedMeshRenderer.
Fixed missing lighting and shadows in the preview camera when using URP 2D.
Fixed missing properties om SortingGroup inspector when using 3D URP.
Fixed missing Sort At Root option for Sorting Group component.
Fixed picking for sprites with -ve scale using shadergraph materials.
Fixed Quality settings not propagating to the Camera target descriptor.
Fixed return from GetCellCenterLocal/World when the Grid has a non-zero cell gap value set.
Fixed shadow caster 2d culling.
Fixed Sprite Editor Window sometimes references it's preview texture.
Fixed Sprite Skinning for Sprite Subtargets.
Fixed SpriteAtlas.GetSprite/GetSprites methods return incorrect position when processing the sprites.
Fixed Spriterenderer's sprite reference does not get reverted back to original after using Sprite Editor Window preview toggle when enter playmode. In addition Sprite Editor Window preview toggle is now only available in edit mode.
Fixed the issue where adding the ShadowCaster2D Component to a sprite leads to a warning log. (DANB-1191)
2DFix
Fixed the issue where Editing Geometry of the PNG skinned sprite in the scene leads to unreferenced bones. (DANB-1257)
2DFix
Fixed Tilemap.tilemapTileChanged and Tilemap.tilemapPositionsChanged sending incorrect number of Tiles when buffered while painting Tiles.
2DFix
Fixed UI Alignment Issue.
Fixed SpriteRenderer not updating when the SRP Batcher is toggled at runtime.
Improved performance of Tilemap for SetTiles with low Tile counts.
Rename TileBase.m_CachedEntityId from TileBase.m_EntityId.
Sprite Editor Window Custom Outline and Physics Custom Outline inspector window is disabled when in playmode.
Truncated long Target, Palette, and Brush names for Target, Palette, and Brush dropdowns.
Updated the text used in the UI by Tilemap from SceneView to Scene View.
Fixed accessibility nodes being created with duplicate IDs after wrapping around the max ID value.
Fixed player crash caused by UI Automation accessing invalid pointer on Windows 10.
Fixed AssistiveSupport playmode tests that were failing on Windows 10 and reenabled them.
Added a limit(256 chars) to the scaler profile name length to avoid long name freeze the editor.
Fixed - No default loader found - error when Adaptive Performance Settings are added on unsupported platforms in Build Profilers.
Fixed Adaptive Performance's Logging Frequency setting so it no longer accepts negative values.
Fixed gc allocation.
Fixed logging on nondevelopment build for adaptive performance.
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
Improved documentation on urp adaptive performance toggle.
Adaptive PerformanceFix
Make Adaptive Performance package documentation visible in the Manual page for core packages.
Adaptive PerformanceFix
Replace FindFirstObjectByType with FindAnyObjectByType in adaptive performance.
Fixed NavMeshAgent getting stuck on corner of a box obstacle when moved with navAgent.Move.
On Linux, the "Open Agent Settings..." option in the Agent Type property of a NavMeshAgent inspector would issue an error and not open the __Navigation__ window.
Added tests of RunInBackground, to cover fullscreen use case.
AndroidFix
Batch mode: removed auto-scanning for Android devices on Editor start if Android support is installed.
Fixed a crash that would occur when using URP with the Depth/Stencil buffer disabled in Player Settings on Android.
Fixed an incorrect include path to the lib in the custom Gradle settings.
Fixed an issue on Android when using the old input system where the mouse scroll wheel would not work when scrolling in the negative direction without moving the mouse.
Fixed an issue where a dialog from GradleTemplateUpdater was displayed when custom Gradle templates have the compileSdk attribute.
Fixed an issue where gamepad/Joystick buttons could get stuck in a pressed state.
Fixed an issue where the caret position in UI Toolkit input fields was not updating when the TouchScreenKeyboard changed the text selection on Android (Activity), this behavior is currently still broken on GameActivity.
Fixed an issue where OnApplicationQuit was not consistently called when using Android GameActivity.
Fixed an issue with artifacts on Pixel 10 with shaders that use discard or clip.
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 gdb path in Linux/Mac for displayed warning.
Fixed Hands-Free Profile (HFP) support on Enhanced Audio Foundation.
Fixed keyboard Area on Android.
AndroidFix
Fixed mouse input when cursor is locked (part for GameActivity 4.4.0 upgrade).
Fixed problem with MediaPlayer pause when app is suspended.
Fixed problem with SeekTimeOnResumeVideo test instability.
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 source builds when custom gradle templates are selected.
Fixed Switch Pro gamepad triggers being non-functional on Android when the controller reports L2/R2 as button events instead of axis events.
Fixed the problem with GameActivity based application not being backgrounded when calling Application.Unload.
Fixed unaligned buttons in Build Settings window.
Fixed UnitySendMessage calls being dropped on Android when sent during Application.Unload or Reload in Unity as a Library (UAAL) scenarios.
Improved gradle dependency setup for merge_variant_JniLibFolders versus buildIl2Cpp.
Included alpha channel value into staticSplashScreenBackgroundColor variable.
AndroidFix
On Android XR devices, fixed a hang in FMOD shutdown when calling Application.Quit().
Prevent Enhanced Audio Foundation from being used on Android versions below 8.1 (API 27).
Prioritize USB Headset over default when detected with Enhanced Audio Foundation.
Removed extra spaces in Android library documentation.
Removed legacy @TargetApi(Build.VERSION_CODES.M) from code.
Removed obsolete gdb scripts.
AndroidFix
Toggling "Run without focus" to enabled now ensures Unity activity continues running when another activity is launched, including Android activities launched from Unity.
Updated Device Simulator device definitions to use generic, characteristic-based names instead of specific model names for older devices.
Updated minimum Android SDK build and platform tools versions to 36.0.0.
Words won't be spammed in input field when swiping touch screen keyboard (part of GameActivity 4.4.0 upgrade).
AndroidApplication.onConfigurationChanged will correctly reflect language/country changes on GameActivity.
AndroidFix
Added a notification in the FBX Importer UI when FBX takes aren't used by any clip.
Fixed "Animation Clip is Read-Only" message appearing when nothing is selected.
Fixed a crash when attempting to play animation clips from the animation window on animators with invalid controllers (no layers).
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 compressed Legacy Animation curves would sometimes be serialized differently without any changes to the curves.
Fixed an issue where dangling GameObject references could be retained in the selection when entering or exiting Play mode.
Fixed an issue where some ParticleSystem properties would be causing errors and warnings when added to AnimationClips and sampled in the AnimationWindow.
Fixed an issue where the Animation window reverted to the last selected object during the OnFocus callback. The Animation window now retains the current selection when it gains focus.
Fixed animator state showing a parameter that no long exists.
Fixed ArgumentOutOfRangeException when selecting a transition to a short looping animation in the Animator window.
Fixed bug where renaming state machine from inspector would not rename corresponding layer.
Fixed copy/paste of ghost transitions when source state is not selected.
Fixed crash caused by avatar having some invalid human bones.
Fixed crash on invalid state machine transitions when importing project.
Fixed crash when avatar had invalid hand bones.
Fixed crash when deleting playable output with null graph.
Fixed curve menu not applying changes to tangents in the DopeSheet editor.
Fixed erroneous quaternion keyframes created from AddCurves in the AnimationWindow.
Fixed errors when right-clicking a mix of transform and sprite keyframes in the Dopesheet.
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 mute option in state machine exit transitions not being considered by the state machine.
Fixed the broken documentation link in the AnimationWindowEvent inspector.
Removed add button from human template asset, and instead ensure that all bones are added by default when creating a new template.
Fixed On Screen Keyboard closing when typing with a controller or Siri Remote.
Fixed an issue where AssetBundleUnloadOperation allocations persist longer than expected and are not cleared until the next GC.collect().
Fixed cache-related crash on iOS when loading assets.