Fixed Transform serialized values not being properly initialized when cloning GameObjects.
6000.6.0b3
Beta · Released Jul 8, 2026 · Changeset cf7ddae6c717 · 1,674 release notes
52build score
Upgrade risk+24Net cleanup+11Live debt+17
cohort: beta (73)
Add more context and detail to the UITK popup example code and steps.
DocumentationFix
Add explicit padding in DrawCommandSettings to avoid garbage data when calculating hash value.
EditorFix
Changes to float enums in sub graphs should update subgraph nodes properly now.
Ensure SpriteRenderer material are indexed.
Fixed a crash when importing a Model with an empty or short bodyMask in clips data.
Fixed an issue where BC7E could rarely produce inconsistent texture compression results between different platforms / architectures.
Fixed an issue where changing the type of a connected Expression node in Shader Graph threw an ArgumentException.
Fixed an issue where compressing textures to the ASTC format could be indeterministic on the same machine.
Fixed an LinuxEditor error that occurred while dragging files into the Editor when running on Wayland.
Fixed external folder dependency error for package prv jobs. (UUM-144524) First seen in 6000.6.0a8.
Fixed Undo/Redo clearing default parent after using CreateEmptyParent menu item.
Prevent the Object Selector from hanging when selection opens a native modal dialog.
Refactor and fix import sample dependencies problems.
Fixed an editor crash (SIGSEGV) that occurred when dragging a SubScene into another SubScene that references the same scene asset.
Fixed an issue in the Systems window where the toolbar and search bar would shrink when viewing a large number of systems. (UUM-146060) First seen in 6000.6.0b1.
Fixed an issue where renaming a subscene asset in the Project view would not update the subscene name displayed in the Hierarchy window. (UUM-143368) First seen in 6000.6.0b1.
Fixed Entities, Worlds, and SubScenes appearing in the Hierarchy window when editing UI Toolkit assets.
Made the EntityId hash its full 64-bits value, reduces the risk of collisions in hash containers. (UUM-145687) First seen in 6000.6.0b2.
Systems window "Show Full Player Loop" dropdown now works correctly. The setting has been split into two independent toggles: "Show Player Loop" (controls visibility of Unity player loop subsystems) and "Show All Worlds" (controls world filtering).
Fixed a crash when baking Reflection Probes after baking Adaptive Probe Volumes.
Fixed an gradient-in-loop shader warning that would occur in SSR bilateral upscale. (UUM-144964) First seen in 6000.6.0a7.
Fixed an issue where selecting the currently set APV baking set in the Lighting / Adaptive Probe Volume / Current Baking Set property did not function.
Fixed a crash in DirectX12 Split Graphics Jobs when using RayTracing.
Fixee a potential deadlock in the job system involving many external threads and manual jobs.
Fixed an issue when building Windows Players and creating Visual Studio Solutions from Linux Editors.
Fixed an issue where switching pages quickly after clearing the search bar results in an empty package list.
Fixed issue where install progress spinner for a selected package disappears when another package is selected.
Fixed the issue where some packages have incorrect signature icon on Unity start up time.
Added "PhysicsWorld.bounds" property to get the current bounds of all PhysicsShape in the PhysicsWorld. (UUM-145746) First seen in 6000.6.0a1.
Added "PhysicsWorld.drawOrder" and "PhysicsWorldDefinition.drawOrder" used to sort the order in which the physics renderer draws world. This provides direct control so you can better visualize multiple worlds; especially important when rendering non-transparent content. In addition, "PhysicsWorld.drawTarget" and "PhysicsWorldDefinition.drawTarget" was added to control if Game view and/or Scene view are rendered to. (UUM-145746) First seen in 6000.6.0a1.
Added PhysicsWorld cloning, snapshot and restore. "PhysicsWorld.Clone()" to clone a world, "PhysicsWorld.CreateSnapshot()" to create a complete snapshot of the content of the world and "PhysicsWorld.ApplySnapshot()" to apply a previous snapshot to the PhysicsWorld. Finally, the ability to create a new world with a previous snapshot with "PhysicsWorld.Create(snapshot)" overload. (UUM-145746) First seen in 6000.6.0a1.
Added the ability to disable the auto-clearing of custom drawing lifetimes. When a draw command expires, it is typically removed but setting "PhysicsWorld.autoClearCustom" to false will mean the drawing persists until you explicitly call "PhysicsWorld.ClearDraw()". (UUM-145746) First seen in 6000.6.0a1.
Removed the reservation limit for how many PhysicsWorld can be created. Now memory is only allocated for the PhysicsWorld that are created with a maximum limit of 65535. You can set the "PhysicsCoreSettings2D.initialWorldCapacity" to reserve the capacity but it will grow accordingly. (UUM-145746) First seen in 6000.6.0a1.
Fixed alignment on date label in Profiler captures list.
Fixed the warning icon in the CPU Hierarchy column overlapping the sort indicator.
Prevent pasting into the CPU profiler's sample stack window.
Updated the CPU Hierarchy column to use the standard warning icon.
Updated the CPU Hierarchy column to use the standard warning icon.
Fixed missing EditMode scope during startup and inconsistent timing of EditMode and PlayMode scope.
Addressed issue where custom render target preview on linux did not render correctly in some cases.
Custom attributes on properties now copy-paste correctly. (UUM-142264) First seen in 6000.6.0a6.
Disabled unused keyboard navigation for blackboard foldouts.
Ensure that the preview window for nodes can always be toggled.
Fixed an issue where float enum entry names were changing when other edits were taking place.
Fixed heatmap undo/redo for subgraph entries.
Handle error message when deleting a group with a subgraph output node.
Improved responsiveness of node inspector for reflected function nodes.
Limit the max number of cases on the switch node.
Fixed preprocessor incorrectly skipping include files with multiple independent ifndef/endif guard blocks.
Fixed a potential crash that would occur when generating a font asset in the Font Asset Creator.
Fixed a potential crash that would occur when generating a font asset in the Font Asset Creator.
Fixed a potential issue where an alternative font face could be used when generating a font asset in the Font Asset Creator
Fixed a layout misalignment of the Layout Group properties in the Inspector.
Clamp invalid stroke-miterlimit instead of failing SVG import.
Fixed Alt+click on a list header not recursively collapsing or expanding child foldouts when the list items use a UI Toolkit CustomPropertyDrawer.
Fixed an issue causing and oval shape to show as a rectangle when outputting a constant color with a custom shader.
Fixed an issue where adding a TwoPaneSplitView would not automatically create two children when added through the UI Library. (UUM-144568) First seen in 6000.6.0a7.
Fixed an issue where controls would be missing their default configuration when added through the UI Library. (UUM-144495) First seen in 6000.6.0a7.
Fixed error when trying to use Element Texture UV node in a vertex shader. (UUM-145401) First seen in 6000.6.0b2.
Fixed missing element tint and opacity. Added dedicated nodes. (UUM-145402) First seen in 6000.6.0b2.
Fixed MissingReferenceException errors thrown after entering Play mode when multiple Inspector windows display different objects with a Grid Layout Group component.
Fixed prefab override markers not showing in the Inspector and a stray horizontal scrollbar appearing after the Inspector scroll-area fix. (UUM-145856) First seen in 6000.6.0b3.
Fixed RenderType and SampleElementTexture nodes which didn't work in vertex stage. (UUM-145625) First seen in 6000.6.0b2.
Fixed the inability to read/write the local vertex position. Using the position node in object/world-space modes doesn't give an error anymore. (UUM-145403) First seen in 6000.6.0b2.
Fixed the Style Sheets window so that it now displays all of its content when it loads. (UUM-145634) First seen in 6000.6.0b1.
Rendering Debugger - GPU Resident Drawer was resetting the debug data when entering and exiting playmode.
Fixed scene loading race conditions when using progressive asset loading.
WebFix
[WebGPU] Fixed crash that can occur when destroying and creating shaders.
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.
Fixed 2d light stripping for blend styles.
2DFix
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 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 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 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 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.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
Fixed accessibility frames being reset when the application window is moved or resized on desktop platforms.
Fixed accessibility nodes being created with duplicate IDs after wrapping around the max ID value.
Fixed player crash caused by UI Automation accessing invalid pointer on Windows 10.
Fixed AssistiveSupport playmode tests that were failing on Windows 10 and reenabled them.
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.
Improve documentation on urp adaptive performance toggle.
Adaptive PerformanceFix
Replace FindFirstObjectByType with FindAnyObjectByType in adaptive performance.
Fixed crash drawing debug visualisation for an agent with small radius and a far away destination.
Fixed NavMeshAgent getting stuck on corner of a box obstacle when moved with navAgent.Move.
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.
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 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.
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 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 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.
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 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.
Fixed an issue where float properties whose value is NaN or Infinity cannot be added to the AnimationWindow because these values cannot be represented on a curve, handles them by adding a keyframe with value zero instead.
Fixed an issue where some ParticleSystem properties would be causing errors and warnings when added to AnimationClips and sampled in the AnimationWindow.
Fixed an issue where the display of trigger parameters in the Animator Window's Parameter View would not update correctly when triggers were reset during gameplay.
Fixed an issue with text wrapping in the animation window missing clip panel so that long game object names are displayed properly.
Fixed animation window clip dropdown not being disabled when a single clip is selected.
Fixed Animation Window icon when switching light/dark theme.
Fixed Animation Window tab name defaulting to UnityEditor.AnimationWindow.
Fixed animator parameters window menu name.
Fixed ArgumentOutOfRangeException when selecting a transition to a short looping animation in the Animator window.
Fixed blurry ripple mode icon in the Animation window.
Fixed cogwheel icon size in the animation window in the Light Theme.
Fixed crash on invalid state machine transitions when importing project.
Fixed documentation link for entry transitions.
Fixed drop down menu entry in the AnimationWindow not displaying a checkmark on the active clip when creating a new clip.