Disabled icons in the Tile Palette Active Targets dropdown when the target has HideFlags.HideInHierarchy.
6000.6.0a6
Alpha · Released May 29, 2026 · Changeset 5c9528587bc8 · 1,298 release notes
43build score
Upgrade risk+20Net cleanup+6Live debt+16
cohort: alpha (33)
Fixed an issue where the Light Type could not be changed in the Light Explorer.
Fixed an issue where the Sprite Editor window sometimes referenced its preview texture.
Fixed duplicate opening of the Create New Tilemap dropdown. (UUM-142024) First seen in 6000.6.0a5.
Fixed errors that occurred when adding a Lens Flare component and added support for orthographic camera.
Fixed Global Lights 2D error in URP 2D when opening a scene for preview.
Fixed GridView showing empty space after scrolling to the bottom of the GridView for Tile Palette Brush Picks.
Fixed issue for the Brush Picks list view where a user can disable all columns in the list view, resulting in error messages and the loss of the SceneView.
Fixed Light Batching Debugger not updating on entering play mode. (UUM-141274) First seen in 6000.6.0a4.
Fixed Light2D serialization conflict. (UUM-141743) First seen in 6000.6.0a5.
Fixed picking for sprites with -ve scale using shadergraph materials.
Fixed Quality settings not propagating to the Camera target descriptor.
Fixed Tile Palette Brush Picks closing when clicking on it while Close on Pick is enabled. (UUM-142141) First seen in 6000.6.0a5.
Replace FindFirstObjectByType with FindAnyObjectByType in adaptive performance.
Fixed an issue where the input field caret moved back to the end of the text when typing.
Fixed bidirectional synchronization between the virtual keyboard and UGUI textfield.
Fixed editText setText resets the IME's internal cursor to end-of-text, independently of the EditText's selection.
Fixed UnitySendMessage calls being dropped on Android when sent during Application.Unload or Reload in Unity as a Library (UAAL) scenarios.
Fixed Vulkan crash when backgrounding Android app with RunWithoutFocus enabled.
Fixed TouchScreenKeyboard.selection.length always returning 0.
Added ellipsis for long names to default state field in entry node inspector.
Fixed an issue where a precision mismatch in the legacy animation system caused animation events to be skipped at high frame rates.
Fixed an issue where AnimationEvent-related tooltips in the Animation Window were not rendered correctly while in Bitmap text rendering mode. (UUM-141839) First seen in 6000.6.0a5.
Fixed crash on invalid state machine transitions when importing project.
Fixed input of negative frame rates in the Animation Window frame rate field.
Fixed issue where Animator Entry, exit and AnyState nodes would not have icons in the inspector.
Fixed issue where changes to Animator time update mode while the Animator is disabled were not taken into account.
Fixed time conversion for mismatching frame rates in Timeline Window when linked to the Animation Window. (UUM-141840) First seen in 6000.6.0a3.
Fixed an Editor crash that would occur when LookupImportAddressDescription triggered when an ImportAddress is queried with a malformed ImporterID that does not resolve to any registered importer. The lookup miss is now reported as a diagnostic string and the existing loud assert is preserved. (UUM-141309) First seen in 6000.6.0a5.
Fixed an allocation warning that displayed when setting Time.timeScale to 0 with AudioRandomContainer and Rigidbody components.
Fixed Audio continuing to play in Player builds when all AudioListener components are disabled or their GameObjects are deactivated.
Added support to reserve capacity for PersistentManager.Remapper using a BootConfig key "remapper-initial-capacity" which specifies the initial hashmap size in bytes.
Fixed an issue where .generated.globalconfig file leaked into the Player builds. (UUM-141488) First seen in 6000.6.0a5.*
Make stacktrace logging thread safe again.
Fixed Vale errors in the 2D collider reference pages.
DocumentationFix
Fixed a crash on DX12 when performing memory-heavy operations. (UUM-141699) First seen in 6000.6.0a5.
Fixed several DX12 allocations being untracked by Unity Memory Profiler. (UUM-141135) First seen in 6000.6.0a5.
Wrap colour VR texture the same way as depth texture. (UUM-140997) First seen in 6000.6.0a4.
Added a Stable Light Index Tracking using dataIndex in HDRP.
Added an option called enableHeightmapLODFrustumCulling, which is available in the Terrain Inspector settings in debug mode, to opt out of terrain frustrum based LOD culling.
Added support for applying materials to GameObjects with a CanvasRenderer component by dragging and dropping a material onto a GameObject in the Scene view or Hierarchy.
Added the first Core test with an empty world and a single patch registered.
EditorFix
Added GhostFields to IInputComponentData in a nested class no longer causes a compilation error.
EditorFix
Editor: Improved the information and options shown for Project Auditor group headings selected in the Issue Tables. (UUM-141737) First seen in 6000.6.0a4.
Fixed a crash that occurred when opening the Build Profiles window and Player Settings asset was not imported.
Fixed a null exception that occurred in a build profile when an empty custom scaler field was added in a scaler profile and the UI was reset.
Fixed a regression where the Preferred Graphics Jobs Mode field in the Vulkan Device Filter Lists asset Inspector reset to Off after changing it and reselecting the asset.
Fixed a very rare crash in MacEditor when changing Editor language to Japanese.
Fixed an "Invalid double parameter" error that occurred when entering Inf or NaN in the Fixed Timestep field.
Fixed an Editor freeze when entering a very large value (for example, 24124124) in the Size field of an Inspector array, such as Player Settings > Preloaded Assets.
Fixed an error being shown about an invalid cubemap format when using Realtime Reflection Probes in BIRP/URP.
Fixed an issue where it was not possible to interact with the Texture Importer's "Aniso Level" slider when the texture was set to import as a Cubemap or without a mipmap, even though the selected level has an effect for these textures.
Fixed an issue where the "Edit Shape" button on the Shadow Caster Overlay remained enabled when using a custom Shadow Caster, even though custom shapes cannot be edited.
Fixed an issue where the Editor analytics toggle in preferences did not display the restart Editor warning correctly.
Fixed an issue where ListView horizontal scroll bar showed when it was disabled by default.
Fixed case where "Toggle Sprite Editor locks" button icon is blurry in Sprite Editor window.
Fixed crash caused by JNI native methods being deregistered prematurely, leading to java.lang.UnsatisfiedLinkError on nativeOnAndroidAppSetIdResult.
Fixed directories in ProjectBrowser not displaying their contents when they are named with certain Korean language characters.
Fixed incorrect gizmo bounds when drawing nested world-space UI Toolkit panels.
Fixed ios thermal state warning shows up on other platforms when building.
Fixed ShaderGraph and ShaderSubGraph import errors (DirectoryNotFoundException) that occurred on Windows when project paths were long enough to exceed the 260-character MAX_PATH limit.
Fixed spacing issue in Framerate Scaler in the Adaptive Performance settings.
Fixed syntax issue in editor animation styles causing animated properties to not show the different background color.
Fixed the GraphicsStateCollection asset creation errors.
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 the TextMeshPro Style Sheet Editor Up and Down buttons so they no longer unselect items when disabled.
Fixed Unicode handling in sprite assets for TextCore.
GTK : analytics event is now sent at most once per file extension per Editor session. (UUM-142215) First seen in 6000.6.0a6.
Improved validation for Geometric Memory Growth Step Factor in Web Build Profile Player Settings.
Multiplayer: Improved handling of duplicate names in the Play Mode Scenarios window.
Multiplayer: pressing Cmd+S/Ctrl+S in the Play Mode Scenario window would reset the scenario list selection to the current active scenario instead of use's current selection.
Project Auditor: Fixed a Console error caused by loading the search icon during serialization. (UUM-140169) First seen in 6000.6.0a3.
Setup package entitlements earlier for Vulkan Editors, to support all Native plugin use cases.
Terrain: Fixed a performance regression that occurred when editing the heightmap of a selected Terrain.
This PR takes care of fixing many typos and broken or outdated links in the tutorial sections.
WebGL Build Profile SerializedProperty fields reassigned if they become invalid.
Added missing documentation for GameWindow.DisposeAsync.
Throw ArgumentNullException in GetWindows if input is null.
Fixed an issue where duplicate managed exception counts were lost during shutdown because the async crash reporting pipeline could not complete after the player loop stopped.
Cyclic references in managed components that required entity remapping (when serializing, live baking, ECB playback, etc.) could cause stack overflows.
Fixed a NullReferenceException thrown when viewing a GameObject that contains a component using the UnityObjectRef property drawer.
Fixed an ArgumentException thrown when subscene names are longer than 64 bytes.
Fixed an issue where BlobAssets would cause the resulting artefact hash from baking to be different, even though the same input was used.
Fixed an issue where the player could crash when asynchronously loading in a new sub scene.
Fixed an issue where baking lightmap-affected renderers would cause the baked artefact hash to be different between editor sessions. (UUM-142162) First seen in 6000.6.0a5.
Fixed an issue where baking meshes and materials would produce unstable artefact hashes between editor sessions.
Fixed an issue where light probes were erroneously cleared or removed just after a bake completed.
Fixed directional shadow truncation.
Fixed incorrect probe lighting after changing the Min Probe Spacing.
Prevent CPU light baking in MacOS Arm builds when Rosetta is unavailable.
Removed unused LiveGI.urtshader that is producing a warning on vulkan.
Fixed an issue where a wire would become invisible after undoing a "create node on wire" operation.
Fixed null reference exception thrown when using "Save as..." option on a graph that contains a local subgraph. (UUM-131418) First seen in 6000.6.0a5.
Resolved a null exception thrown during creation of an Untyped constant node. (UUM-141306) First seen in 6000.6.0a5.
Added requiredShaderPasses array to RayTracingInstanceCullingMaterialTest for easier configuration of the contents of an acceleration structure when using RayTracingAccelerationStructure.CullInstances.
Apply GPU skinning to meshes that only have blend shapes when available.
Fixed a NullReferenceException when assigning a Lens Flare SRP asset to a Lens Flare Data SRP element.
Fixed an issue where clicking the help icon for the Post-Process Data asset in URP opened a missing documentation page instead of the correct documentation.
Fixed an issue where SkinnedMeshRenderer components with missing bones were still rendered in certain rendering paths.
Fixed text overflowing the "Open Project Settings > Graphics ..." button when the Inspector is narrow.
Fixed the Frame Debugger not correctly displaying Variable Rate Shading related event details when connected to a remote player.
Fixed Camera.AddCommandBuffer not warning about an active Scriptable Render Pipeline when called from MonoBehaviour.OnEnable or Start.
Reduced the amount of memory used to pass rendering commands to the render thread, and improve the related diagnostics.
When building for a platform that was not the currently active Editor build target, HDRP build preprocessing could apply settings and stripping decisions for the wrong platform. Build preprocessing now follows the platform that is being built.
HDRPFix
Ensure Xcode project build fails if il2cpp command building GameAssembly fails.
Fixed tvOS splash images for Swift project type.
Fixed crash in xxhash3 that could occur with 32 bit Android IL2CPP builds.
Fixed performance regression relating to the ArchiveStorageReader's callback pools. (UUM-139708) First seen in 6000.6.0a2.
Fixed POSIX file reads larger than 2 GiB failing on Linux.
Fixed Editor crashes or freezes when using an out-of-range depth slice in a RenderTarget.
Bugfix in the ToC.
N/A \(internal\)Fix
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
Issue where; if a ghost became irrelevant to a connection, and was then destroyed, there was a small chance that the ghostId would be recycled before the client could ack the despawn, leading to correctness issues if that same ghostId was reused immediately via a new spawn (which happened to re-use that same ghostId).
Netcode for EntitiesFix
When the serialization of ghost groups aborts, it no longer leaves phantom history slot entries.
Netcode for EntitiesFix
Fixed the issue where a customized UPM Package on Asset Store show up as uninstalled.
Packages with entitlement issues are properly shown as not installed in the Package Manager window.
Fixed a crash when tessellating outline paths into Polygons. This could affect PolygonCollider2D, TilemapCollider2D, and PhysicsComposer.
Fixed an issue where "PhysicsComposer.CreateChainGeometry()" was incorrectly returning a reference to a stale internal buffer resulting in corrupted chain vertices.
Fixed an issue where PhysicsShape is missing a setter allowing its geometry to be set to a ChainSegmentGeometry as is available for all other geometry types.
Fixed an issue where the creation of 3 vertex ChainGeometry (triangle) was not allowed as previously the limit was 4 vertices.
Fixed to stop the PhysicsCore2D renderer from rendering on overlay cameras.
The deprecated "ContactFilter2D.NoFilter()" instance method now correctly modifies the instance of ContactFilter2D from which it was called, essentially restoring previous functionality. This method is still deprecated however.
Re-eanble USE_LEGACY_LIGHTMAPS for all shaders when enabling GRD.
Added opt-out for session to ExecuteInEditMode Prefab Mode warning dialog.
"Hide 0ms Samples" option removes non-zero GC Samples when CPU time is 0ms. (UUM-140989) First seen in 6000.6.0a4.
Fixed a race in ProfilerManager::CreateMetadataMarker that could cause the profiler to record incorrect metadata param counts for markers created at runtime.
Fixed a race in ProfilerManager::CreateMetadataMarker that could cause the profiler to record incorrect metadata param counts for markers created at runtime.
Fixed an EndLayoutGroup error that displayed in the console from Project Auditor.
Fixed crash when Editor's profiler session has too many UI Events captured in profiler.
Fixed overlapping Bottleneck details view on panel resize. (UUM-137402) First seen in 6000.6.0a1.
Fixed rename warning popup drawing underneath the main profiler pane.
Improved PersistentManager.Remapper memory tracking. (UUM-141167) First seen in 6000.6.0a5.
Added missing documentation for GameWindow.DisposeAsync.
Added SDL_SetWindowTitle implementation for QNX.
Throw ArgumentNullException in GetWindows if input is null.
Added GetUIDInfo, WriteUIDs, and ReadUIDs virtual methods to HierarchyNodeTypeHandlerBase, allowing custom handlers to define stable node identifiers for more reliable Hierarchy view state restoration.
ScriptingFix
Fixed performance regression in C\# bindings that return arrays of UnityEngine.Object-derived types.
Updated the Obsolete warning for FindObjectOfType to suggest the new FindAnyObjectByType after the InstanceID refactor also made FindFirstObjectByType Obsolete.
Fixed an issue where shaders using predefined keyword shader inputs generated redefinition shader compilation errors when opened in the Editor.
Added an "Unapplied Changes" dialog that appears when navigating away from the Shader Build Settings UI with pending modifications.
Fixed an issue where the warning icon was cut off and misaligned in the Inspector when selecting a Shader with a compiler warning.
Fixed FXAA shader compilation error when compiling with DXC. (GCON-676)
ShadersFix
Fixed Material.GetTexturePropertyNameIDs returning empty for Material Variants.
Fixed the Shader Inspector showing an empty "Properties" foldout for shaders that have no properties.
The Compile and Show Code dropdown no longer hangs the editor when used with large shaders as we avoid iterating over every keyword for every shader stage to calculate the Variant Included count.
Fixed an issue with SupportedOnRenderPipelineAttribute causing exceptions when the type is applied to violates the expectation.
The Default Volume can now be changed even when the render pipeline is not active. (UUM-140949) First seen in 6000.6.0a4.
Fixed the issue where unity test frameWork overrides the publishing setting SCID with the default values.
Now the test tree in the Test Runner window is updated with a delay after keystrokes, reducing the lag that was happening while using the search field.
Fixed a performance regression where custom Inspector properties with animated children caused a Timeline refresh when playing Timeline. (UUM-141805) First seen in 6000.6.0a6.
Fixed icon distortion for the Edit Mode, Show Markers and Sequence Switcher buttons. (UUM-137722) First seen in 6000.6.0a1.
Fixed null reference after setting Toggle and Slider target graphic to None and attempting to reassign target graphic which prevented the target graphic from being assigned.
Fixed offscreen UI rendering for HDR Output with stacked and multi-stack cameras.
Optimised new code which causedsome UIToolkit .Bindings.PerformanceTests regressions.
Added the serializable attribute to binding classes to fix some localization package warnings.
UI ToolkitFix
Fixed an issue where ScrollView.ScrollTo would override manual scroll input on every frame after being called, when any element in the panel updated its style every frame.
Fixed an issue where UXML files were not reimported when a missing dependency was resolved.
Fixed bug where only the left XR controller was able to perform item selection in a TreeView.
Fixed double deserialization of VectorImageVertex flags. (UUM-142126) First seen in 6000.6.0a6.
Fixed Nested panel components detailed capture in the profiler. (UUM-142216) First seen in 6000.6.0a6.
Fixed PanelRenderer elements being rendered when the gameobject or one of its parents were disabled.
Fixed the GradientFIeld not updating during some undo/redo changes and incorrectly combining undo operations when the picker was still open. Selection is now also preserved.
Fixed the VisualElementReference picker so it shows the root element as the parent and includes duplicate elements. (UUM-142140) First seen in 6000.6.0a5.
Fixed Total VE counter in UI Toolkit profiler when adding/removing elements in the same frame. (UUM-142214) First seen in 6000.6.0a6.
Fixed UIDocument regenerating the root VisualElement when selected in the Inspector.
UI ToolkitFix
Fixed undoing on style property for a VisualElement produces "Accessing invalid property" errors in IA inspector. (UI-5125)
UI ToolkitFix
Fixed VisualElementReferenceField showing an icon when the value was "None".
Fixed MissingReferenceException error when entering Play mode while UI Document is selected in Hierarchy.
Non-development builds were including debug display shader variants that should have been stripped, inflating build size and shader variant counts. The shipped builds now strips these variants as intended; only Debug/Checked managed code variant builds retain them.
URPFix
Renderer feature sub-assets no longer appear in the Project browser view.
UnityYAMLMerge could generate invalid prefab YAML after merges when empty arrays became populated. In some cases this caused prefabs to fail parsing and become unusable.
Fixed a long delay before templates appeared in the window while indexing was in progress. (UUM-141168) First seen in 6000.6.0a4.
Fixed a performance regression in the VFX.CollectShadowCullResults marker. (UUM-140240) First seen in 6000.6.0a3.
Fixed an issue where building with -nographics caused the VFX Graph Position (Depth) to not work correctly.
Fixed Select Unused Properties context menu option selecting nodes that are used in the graph but not linked.
Fixed selecting properties and custom attributes in the Blackboard only affecting those that are in view.
Ignore blackboard selection when displaying the contextual menu in the workspace.
Prevent NaNs in strips when previous and next tangents cancel each other.
When seeking, fix the race condition that can occur between the frame ID reported by the platform, and the frame ID that we report to the C\# layer. (UUM-134928) First seen in 6000.6.0a1.
Fixed warnings in multithreaded Web builds.
Fixed broken UI shaders displaying as pink in players after switching to a new Meta Quest build profile due to certain default UI shaders being missing from the Always Included Shaders list.
Added support for using Unity Recorder with the 2D renderer.
Disabled icons in the Tile Palette Active Targets dropdown when the target has HideFlags.HideInHierarchy.
Fix return from GetCellCenterLocal/World when the Grid has a non-zero cell gap value set
Fixed a crash that occurs when painting a large number of Tiles onto a Tilemap GameObject with a TilemapCollider2D.
Fixed a crash with the Tilemap where the Tilemap is using an invalid cached ITilemap.
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 UI inconsistency in Sprite Editor Window HelpBox.
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 exception when using the preview toggle in the Sprite Editor window with an imported texture smaller than the source texture.
Fixed an issue where Open Reference for the Sprite Atlas Importer button in thee Inspector window redirected to an outdated version of the Manual.
Fixed an issue where a Sprite with SpriteSkin was invisible in Editor Play mode when loading an Addressables SpriteAtlas via SpriteAtlasManager.atlasRequested with Sprite Atlas V2 packing enabled.
Fixed an issue where a SpriteRenderer's sprite reference did not revert to the original after using the Sprite Editor window preview toggle and entering Play mode. The Sprite Editor window preview toggle is now available only in Edit mode.
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.