Fixed error message when entering fast playmode with Sprite Editor Window changes.
6000.6.0b10
Beta · Released Aug 25, 2026 · Changeset 0625e1538ccf · 1,930 release notes
58build score
Upgrade risk+30Net cleanup+9Live debt+20
cohort: beta (77)
Fixed editor crash when baking a nav mesh that includes objects that result in an extremely large bounds.
Fixed GUIStyle warnings when clicking on \"Add Properties\" in Animation Window. (UUM-148497) First seen in 6000.6.0b6.
Fixed Null Reference Exception when selection Object drop destination from multiple choices in the dopesheet editor.
Fixed crash when pausing AudioRandomContainer containing streaming clips that are still loading.
Avoid creating D3D12 device twice.
Fixed an editor CPU performance regression in passes using DrawNullGeometry (fullscreen blits, post-processing, VFX quads) caused by running shader reflection on every draw call. (UUM-144068) First seen in 6000.6.0a7.
Awaitable.NextFrameAsync now resumes in edit mode, including when the Editor runs in batch mode, instead of waiting indefinitely for an unrelated scene update. (UUM-148723) First seen in 6000.6.0b8.
FilterFunctionDefinition asset's Inspector shows raw serialized fields instead of a proper UI Toolkit inspector. (UUM-148830) First seen in 6000.6.0b8.
Fixed an attempt to delete a non-existent asset during a copy operation.
Fixed an issue where scripts were not being created after pressing *Enter* in the INspector's Add Component New Script view.
Fixed crash on disconnection from accelerator during build.
Fixed ObjectDisposedException "SerializedProperty ...dict has disappeared!" error when deleting a selection of rows in a list of dictionaries. (UUM-148592) First seen in 6000.6.0b7.
Fixed regression where some classes with many fields could not be serialized. (UUM-149546) First seen in 6000.6.0b9.
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.
Fixed ~30ms stall during domain reload when entering play mode. (UUM-149130) First seen in 6000.6.0a2.
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.
Search : Fixed "Non-matching Profiler.EndSample" error is thrown for "SearchImporter.IndexingRequest" when creating a script with Edit Mode Profiler recording enabled.
Fixed for Screen.SetResolution produces a blank screen when used with FullScreenMode.MaximizedWindow.
Fixed an issue where editing a read-only nested text field in the Entity Buffer Inspector threw an AccessViolationException. The read-only field is now properly disabled.
Fixed an ArgumentOutOfRangeException thrown when clicking items in the Systems window after domain reload. (UUM-148748) First seen in 6000.6.0b7.
Overwrite duplicate keys in the case TypeManager.AllTypes yields multiple entries with the same FullName, preventing an exception.
Fixed a crash when opening the Profiler (Standalone Process) window in projects created from templates that include the Tutorials framework.
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.
Fixed a crash when baking occlusion culling for large scenes.
Quality Settings - Adding elipsis for default platform and Quality Level Header for quality levels with very long names.
Allowed multiple instances of the Template Browser to coexist for different tools.
Ensure global settings default volume profile in difussion profile editor.
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 inside the PhysX 4 sdk, where CharacterController wouldn't be able to collide with more than 100 shapes at a time.
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 deadlock in PreloadManager when taking Memory Profiler snapshot during load operation in progress.
Fixed incorrect screenshot counter in Profiler. (UUM-148466) First seen in 6000.6.0b8.
Fixed .NET 1.x dll's not getting loaded into the domain.
Fixed a crash during domain reload on Mono when TypeCache is queried by code running from assembly-load lifecycle callbacks, such as a static constructor triggered by callback registration (UUM-148956) First seen in 6000.6.0b5.
Scripting: AutoStaticsCleanup didnt run if the value is set to null.
Fixed [SerializeReference] objects referenced by a missing type skipping OnBeforeSerialize when their host is re-saved, which silently discarded state the callback persists. Regression introduced in 6000.6.0b1; never present in a full release. (UUM-149620) First seen in 6000.6.0b9.
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 baking Adaptive Probe Volumes silently disabling Sky Occlusion in the Baking Set when no Lighting Settings Asset was assigned to the scene. With the deprecated Progressive CPU lightmapper, the Lighting window now shows a warning about double counted sky lighting instead of disabling the Sky Occlusion settings.
Fixed the first bake in Single Scene mode discarding Adaptive Probe Volume settings (such as Sky Occlusion) changed in the Lighting window before the Baking Set asset was created.
Fixed IndexOutOfRangeException being thrown when painting details on the edge or corner of a Terrain.
Fixed an issue where a long group track name label gets drawn over the button making them unclickable. (UUM-146266) First seen in 6000.6.0b2.
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 the IMGUI dictionary drawer scrolling short of its last rows in a window that cannot scroll. (UUM-149490) First seen in 6000.6.0b7.
Fixed the ToggleButtonGroup value wrap when 8 or more buttons are present.
Fixed UI failing to render on OpenGL ES and WebGL 2.0 devices when the UI shader exceeded the platform's vertex uniform limit. (UUM-149277) First seen in 6000.6.0b9.
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.
Fixed Accurate G-buffer Normals encode/decode mismatch in Decals.
Address exception when enabling template toggle. (UUM-149239) First seen in 6000.6.0b8.
[Android] A crash caused by Vulkan video decoding workaround being applied incorrectly.
Fixed blocky or shifted lighting artifacts that could appear on XR platforms especially when using dynamic resolution in Deferred or Forward+ rendering paths.
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 metal shader errors for RenderingLayerMask pass (D2D-8206)
2DFix
Fixed 2d light stripping for blend styles.
2DFix
Fixed a case where in In 3D Editor mode, textures did not generate Sprite subassets when imported as SpriteSprite Generation.
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.
Fixed an issue where padding did not apply equally along the entire boundary, mainly affecting full-rect sprites.
Fixed an issue where scrolling in Brush Picks List when a lot of Brush Picks are saved.
Fixed an issue where Select, Pick, Box, and Move tool operations on the Tilemap were not properly cancelled or finalized when the mouse button was released outside the SceneView or Tile Palette window.
Fixed an issue where sorting layer names did not refresh in the Light Batching Debugger.
Fixed an issue where Sprite Atlas textures from all included build scenes persisted in Editor memory when building the Player.
Fixed an issue where the collider shape of a Tile with collider Type Sprite generated from a TilemapCollider2D is not updated when the custom physics shape of the Sprite is changed in the Sprite Editor.
2DFix
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 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 where TilemapRenderer inherited normal maps from other Tiles when a Tile did not have a normal map.
Fixed an issue with 2D shadow volumetric strength.
Fixed an issue with cleanup of BrushPickStore when BrushPickStore is a project asset.
2DFix
Fixed an issue with sprite flicker and draw call fluctuation when Sprite Skins are culled.
Fixed an InvalidCastException when using the Tile getter property for TileChangeData.
Fixed crash on ShaderPropertySheet::FindPropertyIndex when opening a specific project.
Fixed error message when entering fast playmode with Sprite Editor Window changes.
Fixed errors that occurred when adding a Lens Flare component and added support for orthographic camera.
Fixed exception when creating new Tile asset when doing a drag and drop on a Tile Palette that is open for edit.
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 Install 2D Package button is disabled when it should not be.
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 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 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 missing lighting and shadows in the preview camera when using URP 2D.
Fixed normals maps for flipped Tiles when using TilemapRenderer in Chunk mode.
Fixed picking for sprites with -ve scale using shadergraph materials.
Fixed placement of Tiles with rotation when painting for the first time in a location of a Tilemap.
Fixed preview of Sprite when Sprite does not have a valid texture.
2DFix
Fixed Quality settings not propagating to the Camera target descriptor.
Fixed return from GetCellCenterLocal/World when the Grid has a non-zero cell gap value set
Fixed shadow caster 2D culling.
Fixed SpriteRenderer not rendering Sprite properly when the SpriteRenderer is previewing changes in the Sprite Editor and the changes are applied.
Fixed the Inspector Preview window showing black sprites.
Fixed the scene marked as modified after using the Select Tool in the Tile Palette and switching to another tool such as Paint.
Fixed Tile flickering when scaled to negative values using GridSelectionTool changing Scale.
Fixed Tile Palette Brush Picks closing when clicking on it while Close on Pick is enabled.
Fixed Tilemap not updating in the Scene view when the Sprite property of an assigned Tile asset is changed in the Inspector.
Fixed Tilemap.tilemapTileChanged and Tilemap.tilemapPositionsChanged sending incorrect number of Tiles when buffered while painting Tiles.
2DFix
Fixed Tiles not rendering for a TilemapRenderer when a Sprite asset is changed in the Sprite Editor.
Fixed validation of Tiles before TileBase.OnEnable is called.
Fixed Light2D and Shadow Caster 2D components displaying incorrect icons in the Inspector.
Fixed SpriteRenderer not updating when the SRP Batcher is toggled at runtime.
Improved performance of Tilemap for SetTiles with low Tile counts.
Improved performance of TilemapPerformanceTests.EditorPreview_SetTile.
Set the "Show Revert Confirmation" option to On by default in the Sprite Editor.
2DFix
Unlock Tile Palette for edit when using Delete or Backspace key to delete a GridSelection.
Vector graphics tessellation and clipping now produce profiler markers in builds. Previously the data only reached the profiler in the editor.
2DFix
Documented the steps a developer must do for the AccessibilityRole.Slider, AccessibilityRole.TextField, and AccessibilityRole.SearchField accessibility nodes to receive hardware keyboard input on Android.
Fixed accessibility frames being reset when the application window is moved or resized on desktop platforms.
Fixed accessibility node queries logging a main-thread error to the console on Android when a screen reader is enabled.
AccessibilityFixAndroid
Fixed accessibility nodes being created with duplicate IDs after wrapping around the max ID value.
Fixed double state announcement for AccessibilityRole.Toggle nodes on Android.
Fixed player crash caused by UI Automation accessing invalid pointer on Windows 10.
Fixed the main application window also being provided for secondary windows for UI Automation clients.
AccessibilityFixWindows
Fixed the screen reader being slow to navigate away from AccessibilityRole.Dropdown nodes on Android.
Fixed the Windows player crashing at shutdown once a UI Automation client (e.g. a screen reader) has interacted with the application.
Fixed AssistiveSupport.screenReaderStatusChanged not being supported by Narrator (the Windows built-in screen reader).
Adaptive Performance Apple now works properly on Vision OS devices with version 1 and 2.
Disallow negative values for performance action delay and thermal action delay.
Fixed an issue that caused the Editor to freeze when using a long scaler profile name by limiting the name to 256 characters.
Fixed an issue where the Adaptive Performance package caused unnecessary garbage collection allocation.
Fixed profiler data is not updated for adaptive performance.
Gate Adaptive Performance settings during package operations.
Replace FindFirstObjectByType with FindAnyObjectByType in adaptive performance.
As a result of an unsupported configuration, a NavMeshAgent would try to separate from its own NavMeshObstacle component by jumping in arbitrary directions. Now the agent moves in one stable direction.
Fixed crash drawing debug visualisation for an agent with small radius and a far away destination.
Fixed editor crash when baking a nav mesh that includes objects that result in an extremely large bounds.
Fixed NavMeshAgent getting stuck on corner of a box obstacle when moved with navAgent.Move.
NavMeshAgents created or teleported inside box NavMeshObstacles could not move out of the obstacles.
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.
Updated nav agent to ignore and warning about a path being set from a navigation surface not matching the agent's Id.
When loading NavMesh data we now avoid processing existing NavMeshLinks while loading a NavMeshSurface until all tiles of the surface are loaded, reducing overhead.
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 alignment issues in Android External Tools settings panel.
Fixed an issue that caused lag in the Unity preferences text fields when Android support is installed
Fixed an issue where the input field caret moved back to the end of the text when typing.
Fixed an issue with artifacts on Pixel 10 with shaders that use discard or clip.
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 Hands-Free Profile (HFP) support on Enhanced Audio Foundation.
Fixed incorrect touch input position when the status bar is visible (part for GameActivity 4.4.0 upgrade).
Fixed mouse input when cursor is locked (part for GameActivity 4.4.0 upgrade).
Fixed problem with GameActivity based application being killed while backgrounded.
Fixed problem with MediaPlayer pause when app is suspended.
Fixed source builds when custom gradle templates are selected.
Fixed split APKs by target architecture all receiving the same version code.
Fixed Switch Pro gamepad triggers being non-functional on Android when the controller reports L2/R2 as button events instead of axis events.
Fixed typo in 'unity.javaCompatibilityVersion'. The previous misspelled unity.javaCompatabilityVersion will still be supported for existing projects.
AndroidFix
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.
Negative values for ``Screen.brightness`` now restore the device's preferred screen brightness.
Relaxed AGP 9's stricter R8 keep rule enforcement.
Reverted deprecation of compileSdk for AGP 9.0.
Toggling "Run without focus" to enabled now ensures Unity activity continues running when another activity is launched, including Android activities launched from Unity.
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
Add explanatory text in the animation windows "Add parameter" drop down when all animatable parameters have been added.
Added a default HelpURL link for the temporary InvalidStateMachineBehaviour script.
Added a notification in the FBX Importer UI when FBX takes aren't used by any clip.
Added a Search Field to filter properties in the Animation Window.
AnimationFix
Added ellipsis for long names to default state field in entry node inspector.
Added ellipsis to blend parameter name in blend tree node.
Added margin to Sample Rate field.
Added maximum width constraint for the left panel in the animation window.
Added missing overload for AnimatorControllerPlayable.SetFloat.
Always update animator blend tree weight visualization when a child item is selected.
Animator.ResetControllerState(true) didn't reset non-float parameters.
Compact animator breadcrumb trail if there is too many elements.
Fixed "Animation Clip is Read-Only" message appearing when nothing is selected.
Fixed a bug where renaming state machine from inspector would not rename corresponding layer.
Fixed a crash when an avatar had invalid hand bones.
Fixed a Model Importer visual issue where reverting import settings didn't update the root motion node selector.
Fixed an error thrown when applying changed avatar settings on Linux.
Fixed an issue in the Animation Window where changing the interpolation type of a rotation property would collapse the property group if it was expanded.
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 AnimationClip rotation compression would be non-deterministic. Curve compression precision has also been improved as a result.
Fixed an issue where AnimationEvent-related tooltips in the Animation Window were not rendered correctly while in Bitmap text rendering mode.
Fixed an issue where AnimationEvent-related tooltips in the Animation Window were not rendered correctly while in Bitmap text rendering mode.
Fixed an issue where dangling GameObject references could be retained in the selection when entering or exiting Play mode.
Fixed an issue where dopesheet keyframes were incorrectly initialized after a domain reload.