Composite = sum of sub_score × weight across six metrics. Sub-scores are percentile-rank(log1p(min(raw, p95))) within the beta cohort (73 releases). Sub-scores for lower-is-better metrics are flipped to 100 − percentile.
* = raw value was clipped at the cohort 95th percentile to prevent outliers from compressing everyone else's scores. Sub-scores marked "med" substitute the cohort median where the input was missing (e.g. first patch on a minor line has no prior patch for net-fix delta).
Fix metal shader errors for RenderingLayerMask pass (D2D-8206)
2DFix
Fixed Tilemap not updating in the Scene view when the Sprite property of an assigned Tile asset is changed in the Inspector.
Fix for non-deterministic manifest file in Content Directory builds
Build PipelineFix
Burst compilation was skipped for jobs discovered via [JobProducerType] (such as IJobChunk) in Player builds using the High Managed Stripping Level, causing them to silently fall back to managed code. () (UUM-147717) First seen in 6000.6.0b4.
Fixed C# scripts referencing moved Cinemachine APIs not being automatically upgraded from the Cinemachine namespace to Unity.Cinemachine when upgrading a project. (UUM-147045) First seen in 6000.6.0b2.
Fixed errors being thrown and parts of the Build Profiles window failing to render when building an iOS Build Profile with additional player settings multiple times.
Fixed managed binary deserialization allocating a new List on every deserialization read instead of reusing the existing instance.
EditorFix
Fixed the Dictionary Drawers Remove button behavior so it is consistent with other collection drawers. When there is no selection the Remove button will now remove the last item. (UUM-147909) First seen in 6000.6.0b5.
The Build Analysis window's Assets tab now shows the asset breakdown for scripts-only and incremental Player builds by attributing them to the source build whose content they reused (previously empty for these builds) (UUM-142982) First seen in 6000.6.0a6.
Fixed a NullReferenceException that occurred when pressing the "+" button in the Systems window search field with "Show All Worlds" enabled during Play Mode. (UUM-146668) First seen in 6000.6.0b3.
Fixed an assertion failure and duplicate SubScene registration that occurred on domain reload in scenes containing multiple SubScenes. (UUM-147566) First seen in 6000.6.0b5.
Fixed an outdated deprecation warning in the Entities Hierarchy window that incorrectly referenced a Preferences toggle that no longer exists. (UUM-146983) First seen in 6000.6.0b6.
Fixed an assertion for out-of-bounds memory access when GPU Resident Drawer instancing is enabled, Burst compilation is disabled, and a Mesh Renderer has more material slots than submeshes. (UUM-147082) First seen in 6000.6.0b4.
Fixed console errors, broken rendering, and a potential crash when entering Play Mode with Reload Domain disabled in the Enter Play Mode Options. (UUM-147827) First seen in 6000.6.0b5.
Fixed some Xbox controller inputs are mapped to different buttons than they should be in Unity Input System when the controller is connected through Bluetooth on Linux
Editor window layouts loads a broken "Failed to load" Multiplayer Play Mode window and throws a NullReferenceException when docking around it in projects where Multiplayer Play Mode is not enabled or its package is not installed.
Fixed a NullReferenceException thrown when right-clicking the affordance button on list items in the UI Toolkit attributes inspector. (UUM-146715) First seen in 6000.6.0b3.
Fixed a performance regression in SpriteRenderer when changing sprites caused by unnecessary atomic refcount operations in Sprite BlendShape read-only methods.
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 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 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 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 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.
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.
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.
Toggling "Run without focus" to enabled now ensures Unity activity continues running when another activity is launched, including Android activities launched from Unity.
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 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.