Fixed a performance regression in SpriteRenderer when changing sprites caused by unnecessary atomic refcount operations in Sprite BlendShape read-only methods.
6000.5.0b8
Beta · Released May 14, 2026 · Changeset 9be2869246c2 · 1,676 release notes
49build score
Upgrade risk+24Net cleanup+7Live debt+18
cohort: beta (62)
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 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 the Inspector Preview window showing black sprites. (UUM-140770) First seen in 6000.5.0b6.
Fixed NavMeshAgent getting stuck on corner of a box obstacle when moved with navAgent.Move.
Added tests of RunInBackground, to cover fullscreen use case.
AndroidFix
Fixed problem with MediaPlayer pause when app is suspended.
Fixed problem with SeekTimeOnResumeVideo test instability.
Toggling "Run without focus" to enabled now ensures Unity activity continues running when another activity is launched, including Android activities launched from Unity.
Added an option to prevent the Model Importer from performing project-wide textures searches.
Fixed a crash when rendering Custom Lighting ShaderGraph material while Forward+ is enabled and Keep Lighting Variants is disabled.
Fixed an issue where the platform package section in Platform Browser was visible when the user wasn't signed in. (UUM-139753) First seen in 6000.5.0b5.
Fixed an ArgumentException when opening the object picker for fields that accept any UnityEngine.Object type, such as entries in the Preloaded Assets list.
Fixed Helpbox text wrapping for Obsolete components. (UUM-138414) First seen in 6000.5.0b2.
Fixed the Cancel behavior for Default Volume Settings.
Memoryless RenderGraph RenderTargets can now be viewed in FrameDebugger.
Added validation for creation settings of the GameWindow in Windowing. (UUM-138645) First seen in 6000.6.0a1.
Fixed unnecessary rebakes during live baking.
Fixed an issue where changing render mesh properties during incremental baking would cause incorrect mesh/material assignment.
Fixed an issue where materials and/or meshes would be assigned to the wrong object during live baking.
Fixed an issue where the MeshRendererBaking system would fail when making use of multiple scene sections.
Fixed an issue where the Probe Scene Editing Mode label was barely visible.
Fixed potential scriptable object leak when an exception is thrown during Graph's OnEnable. (UUM-137192) First seen in 6000.5.0a6.
Fixed NullReferenceException during asset import when a Graph has a sub-Graph node and no Graph Toolkit windows are open. (UUM-136958) First seen in 6000.6.0a1.
Make auto-alignment behavior more intuitive when drag and dropping a variable node with Flow Direction set to Output on an output port.
Updated the ClearBuffer2D shader to support multiview.
Fixed an instability in StaleSignalingTest by relaxing requirements which were too strict for CI/VM execution. (UUM-139665) First seen in 6000.5.0b5.
Fixed incorrect computations of reported Input KPI test result values reported via the performance test framework resulting in incorrect KPI values being tracked. (UUM-140066) First seen in 6000.5.0a8.
Reduced chance of sporadic failures in PeriodicTimerTests caused by too strict asserts that cannot be guaranteed by CI environment.
Reenabled a previously disabled unstable performance test InputPerformance. (UUM-138899) First seen in 6000.5.0b4.
Further improvements to UIScene lifecycle events - universal deep link handling, moved AbsoluteURL set earlier to not miss it in Awake().
Fixed occasional crash on exit.
Added validation for GameWindow title setting. (UUM-138646) First seen in 6000.6.0a1.
Fixed ShaderVariantCollection returning 0 when accessing the shaderCount and variantCount in player builds.
Fixed an issue where nullReferenceException when changing input field focus with script in OnValidate event .
Fixed "Attempted to release an invalid texture (index=-1)." error logged when building a Player or switching scenes with a VisualElement using Painter2D.fillGradient.
Fixed an invalid cast exception in UI Builder when a template has an element with same name.
Fixed an issue where the UI Builder Background Size didn't stay in percentage when values are dragged. (UUM-140011) First seen in 6000.6.0a3.
Fixed Fit To Viewport so it no longer fits the selected item too tightly. (UUM-128729) First seen in 6000.5.0a3.
Fixed Shader Graph main preview that would not update when an unconnected slot value like BaseColor is modified in a UI Toolkit shader.
Cleared null components on redo before notifying object tracking.
Fixed an issue where the Project window did not refresh changes when adding or removing Scriptable Renderer Features.
Added a Console warning when opening Segmented MP4 file on Windows-based platforms, as this media type is not supported.
Fixed a hang when running PlayMode tests that use VideoPlayer, where the Editor could freeze indefinitely during teardown if a VideoClipPlayback was destroyed while a seek was still in-flight. (UUM-136800) First seen in 6000.6.0a1.
Fixed UI previous position becoming potentially stale and causing spacewarp artifacts. (UUM-141149) First seen in 6000.5.0b7.
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 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 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 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 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
Make Adaptive Performance package documentation visible in the Manual page for core packages.
Adaptive PerformanceFix
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.
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 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 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 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.
Fixed import of audio files with extended paths on Windows.
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.
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 being thrown when calling Pipe.GetAvailableData from IRealtime.Process in a scriptable generator.
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.