Fixed shadow caster 2d culling.
6000.5.0b1
Beta · Released Mar 26, 2026 · Changeset c1f81ff5b082 · 1,339 release notes
36build score
Upgrade risk+22Net cleanup+3Live debt+11
cohort: beta (62)
Added a limit(256 chars) to the scaler profile name length to avoid long name freeze the editor.
Removed the mention of a 4GB limit to the UnityEngine.Cache class. The maximum size of the cache when downloading AssetBundles is either limited by the Cache.maximumAvailableStorageSpace value or physical disk space, whichever is lower. If not set, the value will be available disk space.
AspectRatio editor now checks if any targets are in Prefab Mode before showing parent related warning.
Editor now correctly clears unused overrides related to SerializeReference from prefab instances.
Fixed a bug where multiple UITK previews were not supported in the inspector. Added a dropdown to be able to select a preview when there are multiple UITK object previews present, added logic to switch between previews.
Fixed an issue with AddComponentMenu where items having similar path slices wouldn't be grouped correctly and would instead be given their own category.
Fixed applying prefab property modification when FormerlySerializedAs collides with a field in the type.
Fixed ATG warning in UIBuilder preview.
Fixed crash when using CJK in TextCore.
Fixed global fallback not being found when using bold style in Standard Text.
Fixed volumetric clouds white flickering when camera is moving with close alpha clipped geometry. (UUM-99279) First seen in 6000.5.0a1.
Removed dependency from UGUI and added UI Test Framework references.
EditorFix
UI Toolkit test framework: fix EditorWindowUITestFixture to support domain reloads during tests.
Using WorldSystemFilterFlags.EntitySceneOptimizations with unmanaged systems no longer causes an exception to be thrown.
When unassigning the TargetGraphic of a Toggle, the Graphic color will be reset.
Fixed text that appears at bottom of window when errors or warnings are present. It now collectively labels these as "Alerts".
Updated the default value fields in the blackboard to be delayed.
Fixed terrain seams when using instancing on some Android devices.
Increased the internal limit for maximum number of subpasses to 16.
Fixed a bug that the indirect draw arguments buffer for local fog volumes is sometimes corrupted. (SRP-1086)
HDRPFix
Fixed possible stack overflow when script debugging is enabled and Generics create a circular reference. (UUM-132940) First seen in 6000.6.0a1.
Fixed assert message formatting when state corruption was detected in MultiWriterSingleReaderAtomicCircularBuffer. (UUM-136283) First seen in 6000.5.0a9.
Bypassed entitlement cache for queries from Package Manger to ensure accurate results.
LicenseFix
Unity Transport: Fixed UAC1001 warnings being emitted when installing the package by making FixedPEMString properly serializable, and by removing the Serializable attribute of RelayNetworkParameter (the structure was not serializable anyway, and there's no use case to serializing it). (UUM-136758) First seen in 6000.5.0a8.
Extraordinarily rare correctness bug introduced with the static ghost early-out optimisation, where the early-out would be applied even when new snapshot data arrived, but only if said snapshot arrived so late that it was older than the lastInterpolationTick.
Netcode for EntitiesFix
Fixed a null reference exception when editing the lists in Project Settings > Multiplayer > Build immediately after adding the Netcode for Entities package. (UUM-135202) First seen in 6000.5.0a8.
Fixed issue where prediction switching a static, unchanging ghost (to predicted) would cause massive 64-tick rollbacks.
Netcode for EntitiesFix
Fixed issue where the GhostUpdateSystem's predicted ghost history backup lookups were failing whenever other entities within the chunk were deleted (which caused the cached entityIndexInChunk to be incorrect).
Netcode for EntitiesFix
Fixed obscure error messages when the RpcCollection.DynamicAssemblyList value is not configured the same way between client and server. (UUM-134570) First seen in 6000.5.0a6.
The GhostUpdateSystem's snapshot rollback is now constrained below 64 ticks typically, massively reducing the severity of rollbacks in some esoteric cases, at the cost of minor misprediction issues (which will get resolved by eventual consistency).
Netcode for EntitiesFix
Aligned Package Manager sidebar foldout margins with the rest of the window. (UUM-134101) First seen in 6000.5.0a9.
Fixed incorrect error pop-up style for invalid signature packages.
Improved clarity of the warning message shown when a user is not assigned a seat.
All physics object and argument validation now happens in final player builds to ensure consistent behaviour and no crashes can occur if warnings were not detected (or ignored) using the Editor/Development player.
Fixed addition/clearing of "Selected:" label in Profiler when focused to a specific marker.
Fixed an issue that copy-pasting or duplicating nodes would result in all nodes' previews to be either collapsed or expanded based on preferences, instead of respecting original states.
Fixed an issue that Preview Nodes would be created with their preview collapsed when Preference was set to not expand previews by default.
Fixed NullReferenceException being thrown after deleting a shader input category.
Fixed a rare crash during the build process.
Added header-level documentation references to rendering debugger. (UUM-134685) First seen in 6000.5.0a7.
Fixed an issue where RenderGraph exception was a type name instead of a correct pass name in the UV origin exception message.
SRP CoreFix
Corrected support UITKPreview without affecting other preview.
Fixed an issue where enum names could become duplicate when generating the UXML schema.
Fixed an issue with editing FilterStyleField inline value when current value is inherited from a stylesheet.
Fixed fake-null issue when deleting GameObject with PanelRenderer. (UUM-136718) First seen in 6000.5.0a9.
Fixed gamma issue of Sample Element Texture node for Editor Window when using custom shaders.
Fixed inconsistency in the preservation of Z in flat UI (overlay or editor).
Fixed issues in MultiColumnTreeView returning the wrong data from GetIdFromIndex and GetItemDataForIndex when sorted.
Fixed play mode tint that would not always be applied.
Fixed SVG Tessellation Mode, which would not persist after toggling the generated asset type.
Fixed SVGImporter not honoring serialized FileIDs from some imported files.
Forcing invertCulling to false when rendering overlay UI for added safety against leaked state.
Added Inspector UI Warnings in Renderer Features FullScreenRenderPass and SSAO for settings incompatible with Tile-Only Mode.
URPFix
Fixed a y-flip issue in the Screen Space Shadow Renderer feature for direct to backbuffer rendering and Tile-Only Mode.
URPFix
Fixed incorrect order of material property block clearing in URP's SSAO pass. This reduced brittleness by not relying on the global camera normals texture binding. (UUM-136676) First seen in 6000.5.0a9.
Optimized on-tile post-processing keyword management to avoid allocations.
URPFix
Removed unneeded resourceData.cameraColor useTexture in ScreenSpaceAmbientOcclusionPass.
URPFix
Fixed VFX subgraph dependencies that sometimes didn't trigger reimport of the whole dependency chain.
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 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 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 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 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 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 EditorPreview_FloodFill performance regression.
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 properties om SortingGroup inspector when using 3D URP.
Fixed missing Sort At Root option for Sorting Group component.
Fixed shadow caster 2d culling.
Fixed Sprite Skinning for Sprite Subtargets.
Fixed SpriteAtlas.GetSprite/GetSprites methods return incorrect position when processing the sprites.
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 UI Alignment Issue.
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.
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 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
Make Adaptive Performance package documentation visible in the Manual page for core packages.
Adaptive PerformanceFix
Batch mode: removed auto-scanning for Android devices on Editor start if Android support is installed.
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 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 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 the problem with GameActivity based application not being backgrounded when calling Application.Unload.
Fixed unaligned buttons in Build Settings window.
Improved gradle dependency setup for merge_variant_JniLibFolders versus buildIl2Cpp.
Included alpha channel value into staticSplashScreenBackgroundColor variable.
AndroidFix
Keyboard Area on Android.
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 obsolete gdb scripts.
AndroidFix
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.
Fixed a crash when attempting to play animation clips from the animation window on animators with invalid controllers (no layers).
Fixed an issue where compressed Legacy Animation curves would sometimes be serialized differently without any changes to the curves.
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 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 curve menu not applying changes to tangents in the DopeSheet editor.
Fixed erroneous quaternion keyframes created from AddCurves in the AnimationWindow.
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.
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.
Fixed crash when you call UnloadAllAssetBundles and there are pending AssetBundle.UnloadAsync tasks.
Fixed crash in AssetImportWorker when loading Shader Variant Collections.
Ensure Symlinked folders are correctly detected on Unix platform and that a warning about their usage is outputted for each of them.
Fixed a crash in the AssetDatabase Profiler that could occur when a profiler marker callback was invoked on a non-main thread.
Fixed an issue where OnWillSaveAssets could return an empty list of asset paths when saving a scene.
Fixed an issue where shader caches were incorrectly shared across different platforms that use the same graphics API.
Asset PipelineFix
Fixed for files disappearing in project browser, when doing reimport of folder.
Improved validation for long asset names, so that 'Force Quit' is not presented for innocuous failures.
Only print log about shader and texture consistency checking if enabled.
Asset PipelineFix
Optimized AssetImportWorker shutdown to reduce delays when closing the Editor.
Asset PipelineFix
Prevent addition of sub-assets to any asset file contained in the ProjectSettings folder to prevent deserialization errors.
Synchronizing the Editor Preferences on disk, when the Editor Theme is changed.
Fixed a crash related to scriptable generators when quitting the standalone Player.
Fixed a performance regression with the audio source.
Fixed a scriptable processor bug that would cause Unity to emit an error in the log when using pipes in generators.
Fixed an issue in the scriptable audio pipeline related to speaker setups and channel counts. (DCME-1373)
AudioFix
Fixed bad link when using inspector reference for AudioSnapshot.
Fixed exception thrown when allocating a native collection in scriptable generator control callbacks.
Fixed FMOD error spam when trying to play timeline when unity audio is disabled, logs a warning once instead.
Fixed manual link for AudioRandomContainer inspector help button.
Fixed crash in Bug Reporter when exporting offline report into a Unity project directory.
Fixed for values changing when scrolling while hovering over focused dropdown field. (SUS-5725)
Bug ReporterFix
Fixed an issue where attempting to build a scene stored in a package would fail the build.
Fixed build failures when compiling for linux arm64.
Build PipelineFixLinux
Build a solution with visual studio. (BUILD-781)
Build SystemFix
Ensured that when Script Updaters are run during a build, they return nodes that were finished and not updated by the updaters.
Stevedore repos more rigourously blocked.
Fixed hash_map compiler warnings.
CoreFix
Fixed documentation on GetPixelBilinear describing the behavior in detail.
Removed the mention of a 4GB limit to the UnityEngine.Cache class. The maximum size of the cache when downloading AssetBundles is either limited by the Cache.maximumAvailableStorageSpace value or physical disk space, whichever is lower. If not set, the value will be available disk space.
Updated Serialization rules documentation.
Disabled tight alignment when running from PIX.
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.
Fixed a crash that occurred on CheckDeviceStatus when executing specific InferenceEngine actions.
Fixed a crash when capturing a frame in RenderDoc on a device with new "tight alignment" feature enabled. We will disable the feature for now when running with renderdoc.dll.
Fixed a player hang after switching window focus.
Fixed broken IDXGISwapChain::GetFrameStatistics with cpu-side time stampling.
Fixed by allowing async compute fence waits inside render passes.
Fixed crashes related to scratch memory allocation.
Fixed crashes related to scratch memory allocation.
Fixed custom scaled HDR backbuffer proxy RTV to now have the same format as the underlying resource. Now rendering to custom scaled HDR swapchain should not result in a crash.
Fixed deadlock when maxQueuedFrames is 1 in the Editor when using D3D12.
Fixed for corruption in constant buffers on async compute queue.
Fixed memory leak in certain scenarios when using DX12 + Graphics Jobs (split mode).
Fixed RenderPass stencil access validation error (ID 1377).
Fixed the texture loading slowdown issue.
Fixed unrelated crash info that gets accumulated in the logs after a first GPU device crash. Now we shut down the app as early as possible after a DX12 crash, so that log messages, callstacks and DRED outputs are only relevant to the original GPU error.
Fixed validation error (state mismatch) when setting a render target, then doing a resolve with it and then using that render target.
Match proxy buffer srv format with the format of swapchain rtv during final upscale pass.
Reduced D3D12 command list memory usage when graphics jobs are enabled.
Relaxed an error message when ending a subpass prematurely.
Adaptive Performance mode can no longer be toggled during Play mode.