Fixed a crash with the Tilemap where the Tilemap is using an invalid cached ITilemap.
6000.5.0b5
Beta · Released Apr 23, 2026 · Changeset 68fb1ff6adb3 · 1,577 release notes
51build score
Upgrade risk+25Net cleanup+13Live debt+12
cohort: beta (62)
Fixed exception when using preview toggle in Sprite Editor Window when the imported texture is smaller than the source texture.
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 Tilemap.tilemapTileChanged and Tilemap.tilemapPositionsChanged sending incorrect number of Tiles when buffered while painting Tiles.
2DFix
Fixed SpriteRenderer not updating when the SRP Batcher is toggled at runtime.
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.
Fixed an issue with artifacts on Pixel 10 with shaders that use discard or clip.
Fixed source builds when custom gradle templates are selected.
Fixed selection loss when entering play mode. (UUM-138302) First seen in 6000.5.0b1.
Ensure idle workers are not immediately shutdown while we are calling AssetDatabase.ForceToNumberOfDesiredWorkers. (UUM-134199) First seen in 6000.5.0a7.
Fixed exception being thrown when calling Pipe.GetAvailableData from IRealtime.Process in a scriptable generator.
Fixed Memory Leaks when using Compressed In Memory setting on Non-Chromium Web Browsers.
Added missing profiler marker for GenerateBuildInstruction. (UUM-139376) First seen in 6000.5.0b5.
Fixed an intermittent Editor crash or a "Cannot find mono image in MonoManager" error during content directory builds. (UUM-134127) First seen in 6000.5.0a7.
Performed periodic full flushes when too many command buffers were pending.
Added a Reset button to Adaptive Performance Settings.
Fixed a compile error in DebugStream.cs when Enable Player Debug Display = true in the Project Settings > Physics Settings > Entities window. (UUM-138927) First seen in 6000.5.0a3.
Fixed a NullReferenceException when clicking Preview in some docked Build Profiles windows.
Fixed Adaptive Performance custom scalers not showing up when using the Apple Provider. (UUM-138140) First seen in 6000.5.0b1.
Fixed ahref links for IMGUI. (UUM-138952) First seen in 6000.5.0b3.
Fixed an exception thrown when changing default volume profiles in Graphics Settings.
Fixed an infinite frame-skipping loop that occurred when playing back a video file while the game's frame rate was much lower than the video's frame rate.
Fixed an issue where built-in meshes and textures could not be selected in the Inspector. (UUM-138601) First seen in 6000.6.0a3.
Fixed an issue where Domain Reload still occurred with Domain Reload on Enter Play Mode disabled if the upgrade of EditorSettings.asset failed, or was reverted/modified manually.
Fixed an issue where loading a VFX asset from an AssetBundle was causing a crash when Type Trees are disabled and a development player build.
Fixed an issue where UI Builder Material property remains empty and throws Invalid URI warning when selecting built-in materials from the object picker. (UUM-138529) First seen in 6000.5.0b2.
Fixed CollapseOthers hierarchy sample to expand all ancestors of selected nodes instead of only immediate parent.
EditorFix
Fixed deadlock race condition when loading and unloading content files in the editor.
Fixed inconsistent hashcode generation for Volume Profiles. (UUM-130711) First seen in 6000.5.0a5.
Fixed multi edit for enum values. (UUM-138913) First seen in 6000.5.0b2.
Fixed obsolete use of FindFirstObjectByType in samples common.
Fixed server build profile adds Standalone quality settings instead of Server ones. (UUM-138974) First seen in 6000.6.0a3.
In Search Table View: Fixed infinite loop in multi cell edit. (UUM-137443) First seen in 6000.5.0a9.
Refactors adaptive performance logging. No functional change. (UUM-138191) First seen in 6000.6.0a3.
Subtract waitforlastpresentationtime from cpu time to correct the active cpu time computation on all platforms where waitforlastpresentationtime happens inside the playerloop.
Supports Linux Server as a base platform for SDK derived platform. (UUM-138473) First seen in 6000.5.0b3.
Undo is supported for all Light Types. (UUM-136891) First seen in 6000.5.0a9.
\[Linux\] Fixed cases where incorrect GTK usage produced errors in the Console.
Fixed an issue where re-selecting an Entity in the scene view would cause an assertion.
Fixed an issue where the Systems window was stuck in list view after searching. (UUM-139571) First seen in 6000.5.0b3.
Removed the unused filtering button in the Components Inspector search field. (UUM-138380) First seen in 6000.5.0b2.
Fixed a null reference that would occasionally occur when duplicating blackboard elements selected in a certain order. (UUM-137664) First seen in 6000.5.0a7.
Fixed observer error that would sometimes occur when duplicating variables in the blackboard.
Fixed the selection of copy and pasted blackboard elements so that newly pasted elements are selected correctly. (UUM-137664) First seen in 6000.5.0a7.
Fixed unique names for groups in the blackboard being enforced when they are copied and pasted. (UUM-137664) First seen in 6000.5.0a7.
Pasting a group in the blackboard will now put it in its folded state, regardless of the folded state of the original group. (UUM-137664) First seen in 6000.5.0a7.
Fixed a crash that would occur in Vulkan swapchain when it would acquire next image.
Fixed an issue where an implicit truncation of vector type shader warning was thrown when building standalone or Android player. (UUM-134633) First seen in 6000.5.0a7.
Fixed an issue with mip streaming when using Vulkan and GraphicsJobs.
Fixed compute skinning artifacts or crashes when using Vulkan.
Fixed crash when using shaders with unused vertex attributes on some Adreno Vulkan drivers.
Fixed incorrect UVs on some Adreno 7xx driver versions when using Vulkan.
Fixed missing alpha channel when using DXT1 texture with 1bit alpha with OpenGL.
Fixed ReadPixels when using OpenGL for readbacks into destination texture that is wider than the readback rect.
Removed repeating log messages in release builds about GraphicsStateCollection.Warmup falling back to legacy shader variant loading when using unsupported graphics APIs.
Fixed a NullReferenceException when inspecting Custom Pass volumes with DRS enabled.
Fixed an issue with the Rendering Debugger where the Freeze Camera For Culling dropdown was only showing None as an option.
Corrected C++ warnings in libil2cpp code.
Fixed "Build and Run" Launching Linux Player twice.
Fixed a crash on older CPUs caused by SDK object files using feature beyond SSE2.
Play mode scenarios: status of local instances doesn't refresh properly. (UUM-138108) First seen in 6000.5.0b2.
Render Service for Android: fixed soft input dismissal logic when clicking on same input field (uGui).
Fixed missing profiler marker for GhostReceiveSystem.
Netcode for EntitiesFix
Fixed "Trying to access the DPI setting of a visual element that is not on a panel" warning spam when the Profiler window tab is in the background. (UUM-136392) First seen in 6000.5.0a8.
Updated FrameTimingManager.GetLatestTimings API so background time isn't included in the next focused frame when the Player is unpaused.
Added main-thread guard in ScriptingCoverage::FilterRecordedMethods for thread safety during script reload.
Fixed an issue where Material.FindPass(...) returned -1 during Awake() or Start() for SRP shaders in Player builds.
Utilities to ensure folders exist in Ubuntu were not splitting the file name properly.
Added new attribute, UxmlCreateInstanceMethod. Specifies a method to use for creating instances instead of the default constructor when using UxmlElement.
UI ToolkitFix
Added search functionality to the builder hierarchy.
UI ToolkitFix
Added search functionality to the builder stylesheets.
UI ToolkitFix
UI Toolkit Test Framework: Standardize panelSize for Editor test fixtures.
Fixed an issue where on-tile PostPro had a different result compared to traditional PostPro when Color Space was set to Gamma. (UUM-135686) First seen in 6000.6.0a1.
Fixed WebGPU errors when the project maximum memory is greater than 2GB.
Updated WebGPU binding library for general improvements and memory fixes.
Fixed incorrect resolve attachment being selected when MSAA camera color attachment is copied using frame buffer fetch.
Quad Views post-processing effects now render correctly without visible seams between inner and peripheral views.
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 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 BoxFill not updating Tiles when painting over a 4x4 or larger region.
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 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 exception when using preview toggle in Sprite Editor Window when the imported texture is smaller than the source texture.
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 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 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
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 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 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 source builds when custom gradle templates are selected.
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
Added a notification in the FBX Importer UI when FBX takes aren't used by any clip.
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 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 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 reserved artifact extensions were not fully validated, which could cause undefined behaviour.
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.