6000.0.11f1: Crash on ProfilerMutexLock when closing a project with specific Assets
6000.5.1f1
Supported · Released Jun 24, 2026 · Changeset 0d9463e84828 · 60 release notes
54build score
Upgrade risk+31Net cleanup+9Live debt+13
cohort: Update/Supported (50)
6000.4.0a1: Crash on AnnotationManager::CanHideLODLabels when opening the Gizmos dropdown menu
Known issueBlocker
6000.5.0a6: Crash on PhysicsCommands::PhysX::BodySetPose when entering Play Mode in a specific project
Crash on UNITY_FT_Load_Glyph when generating multi-threaded Font Atlas in TMPro Font Asset Creator
Crash on mdb_cursor_sibling when performing various actions in the Editor
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
6000.4.0a2: Editor freezes when LoadSceneAsync is called in the same frame as destroying SpriteRenderer GameObjects
Editor crashes on "(Unity) WriteObjectToVector" when entering into the Play Mode
Asset ImportersKnown issueCaution
3.6.1 to 3.7.0
1.4.2 to 1.4.4
2.8.4 to 2.9.0
5.1.5 to 5.1.6
1.0.2 to 1.1.0
1.0.1 to 1.1.0
1.0.1 to 1.1.0
1.0.1 to 1.1.0
1.0.1 to 1.1.0
Added support for overiding GhostComponentVariation defaults through baking code. Add the GhostVariantBakedOverride dynamic buffer, then use the Append... extension methods to set a new default variant for that prefab. Note: The IBaker.AppendToBuffer method does not support adding to the same buffer from two different bakers.
Netcode for EntitiesFeature
Improved diagnostics checks for LMDB MDB_BAD_RSLOT runtime errors.
Removed the 'must be a serialized component' limitation from the GhostComponentVariation dropdown selection in the GhostAuthoringInspectionComponent, as non-serialized components already support things like PrefabType stripping, just not explicitly. Handling of invalid ComponentOverrides has also been improved.
Netcode for EntitiesImprovement
Fixed an issue where padding did not apply equally along the entire boundary, mainly affecting full-rect sprites.
Fixed crash on ShaderPropertySheet::FindPropertyIndex when opening a specific project.
Fixed flickering loop calculation in Transition Preview.
Fixed selection highlight popping in a second instance of the Animation Window.
Fixed an issue where crash reports could include an outdated Editor.log attachment when Bug Reporter was opened by the Crash Handler.
Fixed by converting the foveated texture generation pass to unsafe.
Editor: Fixed an Editor hang when viewing the SerializedProperties of non-empty UXML assets.
Fixed a potential LMDB code path that could cause a memory leak.
Fixed an issue where duplicating a Build Profile would lose Player Settings overrides that were added but not yet otherwise edited.
Fixed bug where dragging groups in the blackboard sometimes collapsed the group during the drag operation.
Fixed forward and back mouse button input not working in the Linux Editor.
Fixed incorrect IMGUI drag sensitivity for numeric fields after the value changed.
Fixed issue where the InspectorWindow would throw if a new window opened or closed during RedrawFromNative.
Fixed the Inspector entering scroll mode when exiting dropdown menu selection and using Wacom device.
Updated Canvas Renderer icon.
"HashMap is full" exception when viewing prefabs in the Hierarchy window that contain additional entities created during baking.
Fixed a NullReferenceException that occurred when changing Entities preferences from the System window.
Fixed an issue where the Component-count and Dependency-count filters were incorrectly positioned in the search toolbar of the System window.
Fixed an issue where right-clicking a variable node did not open its context menu.
Delayed Renderer additions in Texture Streaming in order to avoid performance spikes.
Fixed support for arrays of function pointers types.
Improved reporting of native memory allocations for IMGUI code.
Fixed bugs when building Windows Players and creating Visual Studio Solutions from Linux Editors.
Fixed empty publish section being shown.
If two GhostGroup entities happened to contain children that shared the same ArchetypeChunk - and both group root entities were sent in the same snapshot, the snapshot data of the first child would be clobbered by the snapshot data of each successive child, leading to unrecoverable snapshot read errors.
Netcode for EntitiesFix
Fixed URP Particle Lit and Simple Lit shaders to be properly lit in Deferred and Deferred+, when rendering against the background or with SSAO applied.
Fixed a crash inside Physics.RebuildBroadphaseRegions which could happen when the method would be called on physics scenes that are not using multi-box prunning broadphase.
Fixed an issue where calling Physics.RebuildBroadphaseRegions could end up excluding pre-existing Collider components from the newly generated broad-phase regions.
Fixed issues with profiler screenshot capture rates/timings with Players using Build and Run/autoconnect to Profiler setting.
Fixed an issue where the Saved Searches filter was cleared after docking or undocking the Search window.
Fixed an issue where the gradient picker window would close when undoing or redoing a gradient change.
Fixed an issue where the node search window did not close when the escape key was pressed.
Fixed assertion exceptions thrown when dragging a UXML asset into the UI Builder Hierarchy after editing a template instance in context.
Fixed Project Browser icon for SVGs imported as VectorImage.
Fixed the Accessing invalid property error that could be logged when UI Builder was refocused after a .uss file was edited and saved outside the Editor.
Fixed the UI Builder null reference exception when triggering an undo/redo right after existing context mode.
Fixed setSelectionRange error on Web email input fields.
Fixed an issue where the Editor would log spurious "is a symbolic link" warnings on Windows for files using non-symlink NTFS reparse points.
Fixed pre-existing memory leaks in VrsResources.DisposeResources().