Added error logging for the Derived Platform SDK. (UUM-138185) First seen in 6000.5.0a9.
6000.5.0b3
Beta · Released Apr 9, 2026 · Changeset 8bf67c72295a · 1,412 release notes
27build score
Upgrade risk+17Net cleanup+1Live debt+10
cohort: beta (62)
Fixed a crash that would occur on a null HB face.
Fixed an issue where a layout with Locked Project Browser could spam the Console with log errors.
Fixed an issue where upgrading old meta files for Win64 plugins disabled the plugin.
Fixed bug where clicking Delete in the context menu on a selection of multiple blocks in a context node would only delete the block that was clicked on instead of the entire selection.
Fixed platform discovery window not allowing resizing the details section. (UUM-135689) First seen in 6000.5.0a8.
Fixed shadergraph assets from reimporting on each project load when using Shader Build Settings.
Removed a redundant separation line in a Build Profile's Quality Settings' dropdown after all items have been added.
The *Project Settings window now no longer loses focus after enabling the Hide Classic Platforms* checkbox.
The right-side panel of the *Build Profiles window now shows the correct view after enabling Hide Classic Platforms* in the Editor settings. You can no longer enable this setting while a Classic Build Profile is active.
Fixed an issue where an exception would be thrown when right clicking on a GameObject SubScene in the hierarchy. (UUM-137608) First seen in 6000.5.0b1.
Fixed source generators error when passing an incorrect amount of parameters to various SystemAPI methods.
Fixed an issue where GrabPass did not correctly set the rect size when using camera.SetTargetBuffers() instead of a render texture on DirectX 11.
Fixed dark screen in debug views when HDR output is enabled. (SRP-1138)
HDRPFix
Fixed compilation error of metalDisplayLink not available for iOS 16 in Swift project type. (UUM-138020) First seen in 6000.5.0a9.
Fixed rotation not working with very small input angles and also made the function about 3x faster.
Interpolated static ghosts will now wait until the interpolation timeline reaches new snapshot data before applying any new snapshot after updates have been paused.
Netcode for EntitiesFix
Fixed a number of issues where Rigidbody component API was not completely secured when being executed from a prefab context.
Fixed an issue where inspectors could set Collider component data such as Center/Radius/Height/Size to +/-Infinity, which was not valid and would result in incorrect simulation behavior.
Fixed an issue where Rigidbody.centerOfMass wouldn't serialize the value set to it.
Fixed an issue where Rigidbody.constraints wouldn't serialize the values set to it, when called on prefab asset.
PhysicsHingeJoint can now be "unpinned" which provides rotational constraining only with the point-to-point constraint, effectively allowing the PhysicsBody to move while having rotational-only constraints applied.
Updated Box2D to include various bug-fixes and improvements, most notably being contact recycling to improve contact performance during simulation.
Fixed rendering artefacts in the Profiler window at the border of the Captures list and Timeline view.
Fixed missing Microsoft.Extensions.DependencyInjection.Abstractions reference warning. (UUM-133657) First seen in 6000.5.0a4.
Fixed border color transitions not working when starting color is transparent.
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.
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.
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
Make Adaptive Performance package documentation visible in the Manual page for core packages.
Adaptive PerformanceFix
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.
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 mouse input when cursor is locked (part for GameActivity 4.4.0 upgrade).
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 legacy @TargetApi(Build.VERSION_CODES.M) from code.
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.
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
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 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 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.
Fixed crash when you call UnloadAllAssetBundles and there are pending AssetBundle.UnloadAsync tasks.
Fixed crash in AssetImportWorker when loading Shader Variant Collections.
Fixed editor crash on keywords::LocalSpace::Find because of accessing stale resources.
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 crash when Accelerator cache server batch size is zero.
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
Fixed rare crash in ContentFile system within the OnFileStreamEvent function.
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 during render target binding when CommandBuffer.SetRenderTarget used an invalid depth slice.
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.
AdaptiveProbeVolumes.BakeAdditionalRequest(int) is deprecated. Please use AdaptiveProbeVolumes.BakeAdditionalRequests(EntityId) instead.
EditorFix
AdbImplicit query supports a:<area>.
Added a message in the console when trying to open a player.log or editor.log file that is not available.
Added a persistent information box for the Built-In Render Pipeline deprecation in the Quality settings window.
EditorFix
Added ability to navigate upward in the serialized property tree using SerializedProperty.Parent().
EditorFix
Added arrows to overlay toolbars overflow.
EditorFix
Added character limit for scenario names and descriptions.
Added dynamic filtering for Query Tree.
EditorFix
Added example explaining how to refresh a preview. (GFXLIGHT-1791)
EditorFix
Added example explaining how to refresh a preview.
Added hideSoftkeyboard option to UITK and option to have both physical and touch screen keyboard active at the same time.
Added property drawer for UxmlSerializedData and display attributes in the VisualElement inspector as read only.
EditorFix
Added public API to HierarchyWindow to update Editor's global selection with Hierarchy Window local selection.
EditorFix
Added safeguards in the Linux Editor to mitigate potential crashes during project load.
Added SearchViewModel.
EditorFix
Added Style tag support to ATG.
Added support for customizing synthetic bold and italic angles in Advanced Text Generator.
Added support for searchquerie s located in packages to be shown in the query tree.
Added the Bindings section in the VisualElement inspector that displays the data source like in the UI Builder.
EditorFix
Added truncation to strings under Shader Build Settings.