Crash on UNITY_FT_Load_Glyph when generating multi-threaded Font Atlas in TMPro Font Asset Creator
6000.5.11f1
Supported · Released Sep 2, 2026 · Changeset 5c3a1087d8e4 · 52 release notes
70build score
Upgrade risk+36Net cleanup+21Live debt+14
cohort: Update/Supported (61)
Crash on mono_log_write_logfile when more than one copy of bee_backend is running
Crash with multiple stack traces when generating a Font Atlas
2021.3.34f1: Audio mixer clicks when changing volume in playmode
Resources.UnloadUnusedAssets() takes significantly longer to execute when run in a Player build
Player crashes with use-after-free when a Shader is unloaded immediately after ShaderWarmup.WarmupShaderFromCollection() on D3D12
6000.6.0a7: [Universal 3D Sample] NullReferenceException is thrown when opening GardenScene in URP 17.3.0 sample
1.4.2 to 1.4.5
1.4.4 to 1.5.0
5.3.2 to 5.3.3
2.2.10 to 2.2.11
2.3.0 to 2.3.1
Fixed error message when entering fast playmode with Sprite Editor Window changes.
Bug was already fixed. Added a test.
Fixed crash when pausing AudioRandomContainer containing streaming clips that are still loading.
Fixed invalid LoadState in some audio clips after Audio Settings reset.
Fixed the "Reset argument" button in Preferences > External Tools so it updates the "External Script Editor Args" field immediately instead of only after a focus change.
Start tracking d3d12 resources using D3D12Object class on remaining D3D12 platforms similarly to how desktop does this.
Fixed an Editor crash that occured when inspecting a TextMeshPro font asset.
Fixed an issue where accessing the rootVisualElement of an Overlay's container could cause recursive calls and crash the Editor.
Fixed an issue where scripts were not being created after pressing *Enter* in the INspector's Add Component New Script view.
Fixed bug in scripting defines where reverting an un-applied change when a build profile loses focus should not cause a domain reload.
Fixed floating Video Clip Inspector preview error and cosmetic warning.
Fixed HDRP contact shadows quantizing to 2x2 pixel blocks at full resolution.
Reinstate 2 Project Auditor analyzers that will not be migrated to the Rules package.
Removed the "Missing or broken path()" message displayed in the 'Open Recent Scene' dropdown on a newly created project. ([UUM-113848](https://jira.unity3d.com/browse/UUM-113848)).
Search : Fixed "Non-matching Profiler.EndSample" error is thrown for "SearchImporter.IndexingRequest" when creating a script with Edit Mode Profiler recording enabled.
Fixed a crash when opening the Profiler (Standalone Process) window in projects created from templates that include the Tutorials framework.
Fixed a predicted ghost divergence caused by running at very high framerates with very low SimulationTickRate, which meant that the client to not even fully predict one tick ahead of the latest snapshot arrival, causing the snapshot to be applied on a partial tick, which in turn resulted in the prediction-history backup failing to write, so it would constantly be stale.
Fixed an issue inside the PhysX 4 sdk, where CharacterController wouldn't be able to collide with more than 100 shapes at a time.
Improved the cleanup performance of IgnoreCollision when destroying a Collider.
Applying a very large wind force via PhysicsBody.ApplyWind, or a very large impulse via PhysicsWorld.Explode, could silently corrupt the entire physics world with NaN or Infinity values.
Wake Rigidbody2D when activating a child GameObject containing a Collider2D.
PhysicsWorld could crash or corrupt memory when created with a very large or negative PhysicsWorldDefinition.capacity.
Fixed an assertion error and memory leak warning that were thrown when hiding a branch group on a Tree in a project that uses the GPU Resident Drawer.
Fixed the Editor hanging when painting terrain details in Coverage mode with a very small Min Width and Max Width, or with a detail mesh that is very thin along one axis.
Fixed IndexOutOfRangeException being thrown when painting details on the edge or corner of a Terrain.
Have ATG running without ICU possible.
Fixed a crash that could occur when inspecting a TMP font asset that has *Atlas Population Mode set to Static and Multi Atlas Textures* enabled while its Material preview was visible.
Fixed an IndexOutOfRangeException thrown when a large Text (TMP) GameObject with Overflow set to Ellipsis.
Fixed white line artifacts in gradients that use the Mirror or Wrap address mode when Anisotropic Textures is set to Forced On in the Quality settings, and fixed incorrect rendering of the area before the gradient's start point.
Fixed an issue where casting a collider away form another one could return the wrong hit.
Fixed Accurate G-buffer Normals encode/decode mismatch in Decals.
Improved GPU performance for URP projects on tile-based platforms by avoiding unnecessary color loads when UberPost (post-processing) is the final pass.
Fixed an issue where unchanged files were automatically added to the change list when fetching files in Perforce after asset importing.
Fixed frustum culling in URP.
Prevent NaNs in strips when previous and next tangents cancel each other.
Fixed a video failing to replay after Stop() on Direct3D when NVIDIA "Fast" vertical sync is enabled (the decode device was lost and never recovered).
Fixed WebM Vorbis audio track reporting 0 Hz and 0 channels.
[Android] A crash caused by Vulkan video decoding workaround being applied incorrectly.
Fixed an issue where truncated reads over 32MiB through the AsyncReadManager would fail with Direct Storage enabled.
Fixed blocky or shifted lighting artifacts that could appear on XR platforms especially when using dynamic resolution in Deferred or Forward+ rendering paths.