Fixed editor crash when baking a nav mesh that includes objects that result in an extremely large bounds.
6000.5.10f1
Supported · Released Aug 26, 2026 · Changeset 3bd4f66ad299 · 35 release notes
67build score
Upgrade risk+35Net cleanup+17Live debt+15
cohort: Update/Supported (59)
Fixed a player hang or crash with heap corruption on application quit when Engine Diagnostics ("Build Diagnostics Data") is enabled and an AssetBundle has been loaded.
Fixed the Inspector help button (?) for model assets opening a missing documentation page. The link now navigates to the Models Importing manual page.
Fixed the Inspector help button (?) for plugin assets opening a missing documentation page. The link now navigates to the Plugin Inspector manual page.
Fixed an attempt to delete a non-existent asset during a copy operation.
Fixed crash on disconnection from accelerator during build.
Fixed error spanning at selection of Helpbox or Separator in AdvancedDropdown.
Fixed Windows editor crashing upon importing or transcoding a video with Crop and Offset.
Fixed "Recompile And Continue Playing" would trigger a second EnterEditMode scope attempt.
Logs warnings when an attempt is made to build Metal Binary Shaders on unsupported Editor platforms and/or when the Metal Toolchain is absent.
Project Auditor: ensure all anim clips are scanned/analyzed.
EditorFix
Scenario hang on with an Initial Scene from a read-only package.
ScreenCapture.CaptureScreenshotAsTexture() renders screen capture with borders.
Fixed for Screen.SetResolution produces a blank screen when used with FullScreenMode.MaximizedWindow.
Fixed leaked world nodes in SchedulePacking_WithInitialChanges_LinearOperationMode.
Fixed crash when baking lighting for a scene placed in StreamingAssets.
Fixed the Windows Editor failing to start when the Microsoft Visual C++ 2010 runtime is not installed; the CPU Progressive Lightmapper now reports that it is unavailable instead.
Changes to staticShadowCaster now update properly with GRD enabled.
Fixed a crash when baking occlusion culling for large scenes.
Fixed race condition during interface initialization on ARM64.
Fixed a NullReferenceException that occurred when activating an Additional Editor Instance for the first time from a custom Play Mode Scenario.
Added safeties that disallow manual editor of the SimulationSingleton value for Unity.Physics. Physics simulation type should only be changed from the PhysicsSimulationStep component.
Fixed an issue where a mesh collider on a static body, would not have it's sub-aabbs recalculated when using incremental static broadphase. This lead to the collider being ignored by queries such as raycasts.
Fixed an issue where replacing a PhysicsCollider's BlobAsset reference in place would not get picked up when using the incremental static broadphase feature. Thus causing queries such as raycasts to report incorrect data.
Fixed .NET 1.x dll's not getting loaded into the domain.
Scripting: AutoStaticsCleanup didnt run if the value is set to null.
Fixed issue where the "Find References in Scene" component menu action would not work correctly in new Hierarchy.
Fixed AMDUnityPlugin to use statically linked CRT.
Added glyph-to-character mapping to PostProcessTextVertices.
Fixed an ArgumentException thrown during world-space UI rendering when the internal draw range list grew while partially full.
Fixed an issue where setting --unity-metrics-single_line-height on the :root selector through a USS file imported by a theme didn't affect ScrollView scroll speed.
Fixed items below the dragged item jumping when reordering a ListView in Animated reorder mode.
Fixed the ToggleButtonGroup value wrap when 8 or more buttons are present.
Fixed the UI Builder ListView rendering as a solid black rectangle after docking the window to another panel.
Fixed Painter2D and SVG strokes with a zero-length dash-pattern entry erroring instead of rendering, and made zero-length round-capped dashes render as dots.