[Regression] IndexOutOfRangeException in UpdateCellStreaming and Editor crash after changing the active scene between Baking Sets
LightingKnown issueBlockerUUM-161251
Crash on memcpy when entering Play mode in a project with Multiplayer FPS template
Linked bug report
UUM-151778: Crash on memcpy when entering Play mode in a project with Multiplayer FPS template

How to reproduce: Create a project with the “Multiplayer FPS” template Open the “MainMenu” scene Create a new Play Mode Scenario (Window > Multiplayer > Play Mode Scenarios) Set the Multiplayer Role to “Server” Enter the Play mode Observe the crash Reproducible with: 6000.3.0a1, 6000.3.24f1, 6000.6.1f1, 6000.7.0a6 Could not test with: 6000.0.83f1, 6000.2.0b2 (the template is not available) Rep…

Retrieved 2026-11-12
Multiplayer FPS/Third Person TemplatesKnown issueBlockerUUM-151778
Crash on BitmapDataToImageReference when opening a project with a specific .mp4 video file
VideoKnown issueBlockerUUM-160889

Added: Added SourceTemplateAttribute.Target and the SourceTemplateTargetExpression enum to the built-in JetBrains.Annotations, so source templates can use Target = SourceTemplateTargetExpression.Outer.
EditorAPI changeUUM-84741

Back gesture/button closes the app after returning from background when "Run In Background" and "Predictive Back Support" are enabled
Linked bug report
UUM-159613: Back gesture/button closes the app after returning from background when "Run In Background" and "Predictive Back Support" are enabled

How to reproduce: 1. Create and open a new project 2. Navigate to Project Settings, Player tab (Edit > Project Settings > Player) 3. Toggle on Predictive Back Support (Other Settings) 4. Toggle on Run Without Focus (Resolution and Presentation) 5. Build and Run for Android 6. On the device tap or gesture the back action 7. Notice the app doesn’t go to background or close 8. Put the app in fore…

Retrieved 2026-11-10
AndroidKnown issueCautionUUM-159613
Burst native link fails with an "undefined symbol: strlen" error when building a Linux ARM64 dedicated server Player with IL2CPP
Burst (Trunk)Known issueCautionLinuxServerUUM-161029
[macOS] Player libraries are code signed with bespoke entitlements
Linked bug report
UUM-156884: Player libraries are code signed with bespoke entitlements

Steps to reproduce: Build any project as a macOS Standalone player (IL2CPP or CoreCLR scripting backend) In Terminal, run: codesign -d --entitlements - --xml "<Build>.app/Contents/Frameworks/UnityPlayer.dylib" Run: codesign -dv "<Build>.app/Contents/Frameworks/UnityPlayer.dylib" (and on other dylib files) Actual results: The libraries carry Unity's Developer ID signature with the hardened runt…

Retrieved 2026-11-10
Editor InstallersKnown issueCautionmacOSUUM-156884
"contains a TextureImporter object at version 4, below the supported minimum (10)" warnings are thrown when creating a project from the Multiplayer Third Person Gameplay template
Linked bug report
UUM-156317: "contains a TextureImporter object at version 4, below the supported minimum (10)" warnings are thrown when creating a project from the Multiplayer Third Person Gameplay template

How to reproduce: 1. Create a new project from the "Multiplayer Third person gameplay" template (1.0.9) 2. Observe the Console Expected results: No warnings are thrown on first open Actual results: About 155 "Serialized file "<path>.meta" contains a <Importer> object at version N, below the supported minimum (M). Open and re-save the file to upgrade." warnings are thrown, for 150 template asse…

Retrieved 2026-11-11
Multiplayer FPS/Third Person TemplatesKnown issueCautionUUM-156317
Multiplayer FPS Template has a continuous error loop when first opened on Linux
Linked bug report
UUM-148119: Multiplayer FPS Template has a continuous error loop when first opened on Linux

Steps to reproduce: 1. Create and open a new project in Unity Hub with the Multiplayer FPS template 2. Observe the console Actual result: The template produces a continuous loop of errors that prevents the template from being used Expected result: The Multiplayer FPS template opens and can be used normally Reproducible with: 6000.5.0a1, 6000.5.5f1, 6000.6.0b5, 6000.7.0a3 Not reproducible with:…

Retrieved 2026-11-12
Multiplayer FPS/Third Person TemplatesKnown issueCautionLinuxUUM-148119
[WinEditor] Play Mode framerate drops significantly when moving the mouse cursor with high polling rate
Linked bug report
UUM-142550: Play Mode framerate drops significantly when moving the mouse cursor with high polling rate

Reproduction steps: 1. Open the attached project "IN-141292" 2. Connect a mouse which supports 1000 Hz polling rate or higher 3. Open scene "SampleScene" 4. Enter Play Mode 5. Move the mouse cursor in Play Mode view (make sure that the view is focused by left-clicking on the view) 6. Observe the result in the graph in the top right corner of the Game view Actual result: The Editor experiences …

Retrieved 2026-11-09
Native Editor Application LifecycleKnown issueCautionUUM-142550
RenderPass related Android errors are logged in Logcat and Console when physically rotating the device
Linked bug report
UUM-157974: RenderPass related Android errors are logged in Logcat and Console when physically rotating the device

How to reproduce: 1. Open the attached ‘IN-154071.zip” Project 2. Turn on Development Build and Script Debugging settings (File → Build Profiles ) 3. Build and Run on Android 4. Rotate the Device while the Player is running 5. Observe the Development Console and or Logcat Actual result: RenderPass related errors - “The dimensions or sample count of attachment don’t match RenderPass…” Expected …

Retrieved 2026-11-10
SRP FoundationKnown issueCautionAndroidUUM-157974

Updated the Licensing Client to v1.19.0, which starts faster.
License
Added the DISABLE_UGUI_UITK_SUPPORT scripting define symbol, which excludes the uGUI integration with UI Toolkit so that player builds can strip the UI Toolkit module when it is only used in the Editor.
Fixed the install module button on a Unity Render Service for Android build profile opening a broken download link when the Android module is not installed.
EditorAndroidUUM-154168
Vulkan: Fixed a random crash caused by an invalid shader module when shaders were unloaded and reloaded with graphics jobs enabled.
GraphicsUUM-136086
Fixed an issue where the Editor continued without a license, and exited with code 0 in batch mode, when it could not connect to the Unity Licensing Client.
Linked bug report
UUM-151817: The Editor exits with code 0 in batchmode when the Licensing Client IPC channels are inaccessible

Reproduction steps (Linux): 1. Open a console in an empty folder, where the test project and "out.log" will be created 2. Replace "[CHANNEL_VERSION]" and "[EDITOR_LOCATION]" in the commands below, as shown by the examples in the "Internal Notes" section 3. Run "touch /tmp/Unity-LicenseClient-$USER.sock /tmp/Unity-LicenseClient-$USER-[CHANNEL_VERSION].sock && chmod 000 /tmp/Unity-LicenseClient-…

Retrieved 2026-11-12
LicenseUUM-151817

Improved Memory Profiler attribution of Asset Database native memory, which is now reported under named AssetDatabase roots instead of as unrooted memory.
Asset PipelineImprovementUUM-126907
Reduced JIT compile overhead by skipping JIT phase timing when runtime statistics are disabled.
MonoImprovement

Fixed a NullReferenceException thrown every frame by a 2D Light of type Provider whose Light2DProvider returns no mesh.
Linked bug report
UUM-153965: Light2DProvider throws NullReferenceException every frame in minimal implementation scenarios due to default mesh provider returning a null

Steps to reproduce: Open the attached project Open the PB1_AlreadyBroken Scene Observe the Console window Actual results: NullReferenceException errors are thrown every frame Expected results: Default provider returns a mesh primitive or an empty mesh Reproducible with versions: 6000.5.0a8. 6000.6.3f1, 6000.7.0b3, 7000.0.0a1 Can’t test with versions: 6000.5.0a7 and earlier (Light2DProvider cla…

Retrieved 2026-11-12
Fixed an issue where a LineRenderer or TrailRenderer with Mask Interaction set to None was clipped by a Sprite Mask when another LineRenderer or TrailRenderer using the same material had Mask Interaction enabled.
Fixed sprites and UI not rendering on some OpenGL ES devices when the 2D Renderer Depth/Stencil Buffer setting is disabled.
The Console now shows the "More than one global light on layer" error when a 2D Light is set to Global in the Light Explorer.
Linked bug report
UUM-144607: "More than one global light on layer Default for light blend style index..." errors are not thrown when changing 2D Light Types to Global in Light Explorer

Reproduction steps: 1. Create a new project 2. Create couple of 2D Light GameObjects 3. Window > Rendering > Light Explorer 4. Select "2D Lights" tab 5. Change all 2D Lights type to "Global" in the Light Type column 6. Observe the Console Actual result: No errors about more than one global light are thrown in the Console Expected result: "More than one global light on layer Default for light b…

Retrieved 2026-11-12
The Light 2D inspector now shows an error on Freeform lights when the 2D Common package (13.0.0 or newer) is not installed, since only the light's falloff edge renders without it.
Undo and Redo now fully revert a pick in the Shadow Caster 2D Casting Source dropdown and the Light 2D Light Type dropdown, so the inspector shows the right fields.
Linked bug report
UUM-152952: Shadow Caster Component is not fully updated after performing an Undo action for Casting Source Property

Steps to reproduce: Open the attached project Open the SampleScene Select the Triangle object in the Hierarchy In the Inspector, change the Casting Source property from SpriteRenderer to Shape Editor Observe that the Component view has been updated and some Properties become hidden Perform an Undo action Observe the ShadowCaster 2D component again Actual results: Casting Source property remain…

Retrieved 2026-11-12
Fixed the Windows player crashing on quit when a UI Automation client (e.g. a screen reader) is running.
AccessibilityFixWindowsUUM-157903
Fixed an issue where the application didn't rotate to the orientation the user locked the screen to, when Default Orientation was set to Auto Rotation and Auto Rotation Behavior was set to User.
AndroidFixUUM-158455
Fixed mouse movement producing scroll values when the cursor is locked.
AndroidFixUUM-156720
Fixed touchpad input being ignored and an error being logged when the touchpad input source was not reported by the input device.
AndroidFixUUM-159337
Updated the bundled Android SDK cmdline-tools to 21.0, so emulators for Android 17 (API 37.0) created with its avdmanager start correctly.
AndroidFixUUM-157110
Fixed an Editor crash in Transform when an asset reimport unloaded objects that were still loaded.
Asset ImportFixUUM-126651
Fixed a regression that slowed memory snapshot capture on Windows.
Asset PipelineFixWindowsUUM-150454
Fixed an issue where a "File exists" error was shown when creating a project or duplicating a folder on an exFAT drive on macOS.
Linked bug report
UUM-150634: A "File exists" error is thrown when creating a project on an external drive

How to reproduce: Ensure that an external drive is connected Create a new project in Unity Hub with the location set to the external drive Observe the Editor Launch Screen Actual result: A “Copying file failed” window pops up with a “File exists” error Expected result: Project is created without error pop-ups Reproducible with: 6000.0.5f1, 6000.0.83f1, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 60…

Retrieved 2026-11-12
Asset PipelineFixmacOSUUM-150634
Fixed an issue where the Editor crashed on launch when the project was on an exFAT drive on macOS.
Linked bug report
UUM-156738: Silent crash when launching a project from an external drive with exFAT formatting

How to reproduce: Create and open a new project on an external drive formatted as exFAT using the “Universal 3D” template Observe the crash Reproducible with: 6000.6.0a4 (d203f4c2ae2f), 6000.6.6f1, 6000.7.0b5, 7000.0.0a8 Not reproducible with: 6000.0.85f1, 6000.3.26f1, 6000.6.0a3 Reproducible on: macOS 27.0 (M4 Max) Not reproducible on: No other environments tested Notes: a “libc++abi: termina…

Retrieved 2026-11-10
Asset PipelineFixmacOSUUM-156738
Fixed a fatal error in the Editor when an audio output device was reconnected after Unity failed to resume audio output.
Linked bug report
UUM-158166: Crash with multiple stack traces when the main thread resumes after a USB audio output device is disconnected and reconnected

How to reproduce: Use a USB audio device as the only audio output Disable all other outputs in Windows Sound settings menu Open the attached “IN-158022” project Open the “Assets/AdtmRepro/AdtmRepro.unity” scene In the Menu bar, select “Repro → ADTM -> Log Audio State” Unplug the USB audio device Enter and exit Play mode several times, until the Console logs “FMOD failed to switch back to norma…

Retrieved 2026-11-10
AudioFixUUM-158166
Fixed AudioClips created with AudioClip.Create losing their sample data and logging "Cannot attach thread to NULL scripting domain" errors when entering Play mode with domain and scene reload disabled.
AudioFixUUM-156073
Fixed Build And Run launching the player before the IPostprocessBuildWithReport and IPostprocessBuildWithContext callbacks had run.
Build PipelineFixUUM-154495
Bee_backend's stale output removal should not recheck the same file indefinitely.
Build SystemFixUUM-158568
OrbitalFollow cameras using the InheritPosition blend hint with position damping now inherit the outgoing camera's direction correctly, and jerk less on the blend back.
Linked bug report
UUM-149754: Camera jerks when blending back to a Cinemachine Camera using InheritPosition with Orbital Follow position damping

How to reproduce: Open the attached "IN-149144" project Open "ReproScene" Enter Play mode Orbit "BaseCam_Inheriting" with the mouse so it frames the character from a clearly different position than "FarCam_NoBlendHint" Press "Enter" on the keyboard to switch to "FarCam_NoBlendHint" Press "Enter" again to switch back to "BaseCam_Inheriting" Observe the Game view during the blend back Actual res…

Retrieved 2026-11-12
CinemachineFixUUM-149754
Fixed a DirectX 12 validation error caused by incorrect resource-state tracking on async command lists.
DX12FixUUM-144862
Fixed a graphics validation error (category 9, id 538) at BeginRenderPass for render pass input attachments when using split-threaded native graphics jobs.
DX12FixUUM-144553
Fixed a race on DX12 where a native rendering plugin could write to a texture or buffer before its initial data upload had completed.
DX12FixUUM-137043
Fixed a race on DX12 where graphics work could change the state of a resource that async compute work was still using.
DX12FixUUM-137043
Fixed an issue where the Editor leaked descriptor memory on every window repaint when using DirectX 12, which could crash long Editor sessions.
DX12FixUUM-159625
Fixed async compute command allocators on DX12 sometimes being reused while their GPU work was still executing.
DX12FixUUM-137043
Fixed D3D12 async compute command buffers on the same queue reading a resource in the wrong state when a later command buffer in the same frame transitions it.
DX12FixUUM-156477
Fixed graphics API validation errors (invalid resource state 9:538 and resource barrier state mismatch 8:527) on depth-stencil attachments when native graphics jobs use split threading.
DX12FixUUM-154103
Fixed missing depth testing in render pass subpasses that bind depth as read-only and read it as an input attachment when graphics jobs are enabled on DX12.
DX12FixUUM-137043
Fixed Player Settings showing unusable D3D12 device filtering settings for platforms that don't support Direct3D12.
DX12FixUUM-149251
Fixed RenderTargetFlags.ReadOnlyDepth and RenderTargetFlags.ReadOnlyStencil being ignored on DX12 when not using native render passes, which caused incorrect resource states when sampling the bound depth texture.
DX12FixUUM-137043
Added inspector warning box when layout element has conflicting min and max values.
Linked bug report
UUM-144431: Layout Element's "Min Width" can be set bigger that "Max Width" which breaks the "Max Width"

How to reproduce: 1. Create a new Unity project 2. In the Hierarchy, right-click -> UI (Canvas) -> Text (TextMeshPro) 3. In the Inspector, click Add Component -> Layout Element 4. Set the Max Width to 1 5. Set the Min Width to 90 and observe the results Expected results: Min Width can't be set to 2 Actual results: Min Width can be set to 2 and it breaks the Max Width Reproducible with: 6000.6.…

Retrieved 2026-11-12
EditorFixUUM-144431
Changed max size of grid layout group to infinite. Restores previous expected behaviour.
EditorFixUUM-158101
Fixed a camera with Target Eye set to None rendering with the XR eye texture's size and aspect ratio instead of the window's while an XR display is active.
Linked bug report
UUM-152503: Camera's projection matrix ignores the window aspect ratio when the Target Eye is set to "None"

Steps to reproduce: 1. Open the attached user's project "PassthroughMatrixBug.zip" 2. Open the "Scenes/SampleScene" Scene 3. Make sure the OpenXR provider is enabled with "Initialize XR on Startup" checked (Edit > Project Settings > XR Plug-in Management) 4. Enable the OpenXR "Mock Runtime" Feature in the OpenXR Settings 5. Select the "XRRig/Camera Offset/XR Camera/PassThroughCamera" GameObjec…

Retrieved 2026-11-12
EditorFixXRUUM-152503
Fixed a crash on startup when the Unity Editor Software Terms had not been accepted and the terms file was missing, empty, or could not be read.
EditorFixUUM-154911
Fixed an issue where build failures during a pre-build callback weren't getting reported.
EditorFixUUM-147054
Fixed an issue where BuildPlayerOptions.previousBuildReportDirectories remained empty even though build reports should have been added.
Linked bug report
UUM-149360: BuildPlayerOptions.previousBuildReportDirectories remains empty when AddPreviousBuildReportDirectory is called

Reproduction steps: 1. Open the attached “IN-150358” project 2. Run custom build script (BugHunt > Run Oracle) 3. Wait for the player build triggered by the runner to finish 4. Open the Editor.log 5. Find the line BUGHUNT_DBG idea304 PrepareForBuild AddPrevious path=... hit=1 6. Inspect the next line BUGHUNT_DBG idea304 after Add dirs=... sawPath=... Actual result: BuildPlayerOptions.previousB…

Retrieved 2026-11-12
EditorFixUUM-149360
Fixed an issue where creating a build profile that installs packages, such as Android XR, could set up the profile before its packages finished importing, which left its quality level without a render pipeline asset.
EditorFixAndroidXRUUM-156303
Fixed bug where InstantiateAsync would not account for parent transform scale when Instantiate would.
Linked bug report
UUM-154591: InstantiateAsync and Instantiate produce different scales when created with identical InstantiateParameters

How to reproduce: Create and open a new 3D project Import the “AsyncScaleMinimal“ script (In the internal notes) Add the imported Script into the Scene Enter Play mode Observe the cubes in the Game or Scene view Actual result: One cube is bigger than the other one Expected result: Both cubes are the same size Reproducible with: 6000.0.33f1, 6000.0.84f1, 6000.3.25f1, 6000.6.3f1, 6000.7.0b2, 700…

Retrieved 2026-11-12
EditorFixUUM-154591
Fixed error from Jetbrains.Annotations when trying to use SourceTemplate Attribute.
EditorFixUUM-84741
Fixed Hierarchy framing one row short of the actual item when creating a new game object or entity.
EditorFixUUM-155898
Fixed player builds failing with error CS0117 when scripts use UnityEngine.Device.SystemInfo.processorModel, processorManufacturer, or supportsMachineLearning.
EditorFixUUM-154729
Fixed Prefab fields partially saving after selecting the name field with Auto Save enabled.
EditorFixUUM-157667
Fixed render requests with cubemap destination rendering nothing when render graph is enabled.
EditorFixUUM-147726
Multiplayer: A spurious "No Current Mode set, no window to save." warning that appeared on Linux when launching multiple Virtual Players.
Linked bug report
UUM-147944: No Current Mode set Warning is thrown when starting multiple Virtual Players

Steps to reproduce: Open the attached project Open the Multiplayer Play Mode window Launch all Virtual Players Observe the Console window for all the opened Virtual Player windows Actual results: "[MultiplayerPlaymode]: No Current Mode set, no window to save." warning is thrown for some of the Virtual Players Expected results: No warnings or errors are thrown when launching Virtual Players in …

Retrieved 2026-11-12
EditorFixLinuxUUM-147944
Multiplayer: Play Mode Scenarios window's selection highlight extending past the list divider after the window was reopened at a large size.
Linked bug report
UUM-137539: Play Mode Scenario selection/highlight is too long and out of its bounds when the Play Mode Scenario window is opened after maximizing

Steps to reproduce: Create a new Unity project using the Universal 3D template Open the Multiplayer Center window (Window > Multiplayer > Multiplayer Center) Choose the Adventure Genre Select "2" for Number of Players per Session Click the "Install Packages" button Click the "Default" dropdown next to the Play Mode button and select "Configure Play Mode Scenarios" Maximize the Play Mode Scenar…

Retrieved 2026-11-11
EditorFixUUM-137539
Stop missing animation trigger warnings being logged on every transition, on every keystroke of invalid transition names.
Linked bug report
UUM-144071: "Parameter does not exist" warning is spammed every repaint when entering a non-existent trigger name on a Button with Transition set to Animation

How to reproduce: 1. Create a new Unity project 2. In the Hierarchy, right-click -> UI (Canvas) -> Button - TextMeshPro 3. In the Inspector, under the Button Component, change the Transition to Animation -> Auto Generate Animation 4. Under any "Trigger" enter any string that doesn't match any existing parameter 5. Observe the Console Expected results: Only one warning is thrown Actual results:…

Retrieved 2026-11-12
EditorFixUUM-144071
When graphics jobs is enabled the Editor now draw renderers whose shader variant compiled during the frame. Asset previews and one-shot renders which were previously blank due to a missing shader should now draw as expected via the SRP Batcher fallback path.
EditorFixUUM-147205
Crash, exception and ANR reports captured before remote configuration now keep their essential attributes, including the session they occurred in.
Engine DiagnosticsFixUUM-159169
Fixed a possible crash when a crash report was logged from a worker thread while the Engine Diagnostics configuration was being applied.
Engine DiagnosticsFixUUM-158113
Fixed managed stack frames in IL2CPP crash reports showing no file name or line number when Cloud Diagnostics crash reporting is enabled in non-development builds.
Engine DiagnosticsFixUUM-155430
Fixed a bug where mixed lights appear fully occluded when using APV and having L2 spherical harmonics disabled.
Fixed Adaptive Probe Volumes baking black probes near terrain surfaces when using Vulkan on some AMD GPUs.
Fixed slow mass removal of ray tracing instances in unified raytracing.
Fixed speckles/white spots with APV.
Linked bug report
UUM-133626: White flickering artifacts are present on dynamic objects when doing rotation/movement and using APV

Reproduction steps: 1. Open the attached project "ReproProj" 2. Open the “/Assets/Scenes/SampleScene.unity” Scene 3. Enter the Play Mode 4. Closely observe the Game view while the car rotates Expected result: No artifacts are present Actual result: White artifacts are flickering Reproducible with: 6000.0.66f1, 6000.3.5f1, 6000.4.0b6, 6000.5.0a5 Reproducible on: Play Mode Windows Standalone Pla…

Retrieved 2026-11-11
Fixed an issue where characters typed with an IME, such as Korean or Japanese, were duplicated in string fields on Graph Toolkit nodes.
Linked bug report
UUM-130669: Input is duplicated when CJK characters are typed into a Graph Toolkit String field

How to reproduce: 1. Open the attached project "IN-127272" 2. In the Project Window, open the "My Visual Novel Graph" 3. In the Graph window, type a CJK character into any "Dialogue" field 4. While in the field, press the left arrow button on your keyboard 5. Observe the "Dialogue" field Actual result: Input is duplicated Expected result: Input is not duplicated Reproducible with: 0.1.0-exp.1 …

Retrieved 2026-11-12
Graph ToolkitFixUUM-130669
Fixed an issue where short portal names were cut off because the portal node did not keep a minimum width.
Linked bug report
UUM-133912: Short Portal names are cut off

Steps to reproduce: Open the attached project Open the Test.texmkr graph asset Select the Wire between "New Variable" and "UniformNode" Right-click and select the Convert To Portals option Delete the name of the Portal and observe the Portal node width Change the name of the Portal to "Test" Observe the Portal nodes again Actual results: The Portal node width is shorter compared to when no nam…

Retrieved 2026-11-12
Graph ToolkitFixUUM-133912
Fixed bug where GraphLogger messages would be logged twice.
Linked bug report
UUM-151632: Graph Toolkit Port type errors are reported twice (doubled) when the graph overrides OnGraphChanged

Steps to reproduce: Open the attached "GraphToolkit_Repro" project Open the Graph Toolkit Bug Repro window (Window > Graph Toolkit Bug Repro) Under the "BUG 2" section click the "Build A (no override)" button Tick the "Emit as string" checkbox in the "SourceNode" node Observe the Graph Under the "BUG 2" section click the "Build B (empty override)" button Repeat step 4 Observe the Graph Actual …

Retrieved 2026-11-12
Graph ToolkitFixUUM-151632
Fixed IPort.Name returning null for some variable node ports, which caused name-based IsConnectionAllowed rules to throw a NullReferenceException.
Linked bug report
UUM-151603: Graph Toolkit's IPort.Name is null on a variable node's port, so a name-based IsConnectionAllowed rule throws a "NullReferenceException" error

Steps to reproduce: Open the attached "GraphToolkit_Repro" project Open the Graph Toolkit Bug Repro window (Window > Graph Toolkit Bug Repro) Under the "Bugs 3&4" section click the "Build Bug 3/4 graph" button Tick the "BUG 3 ordinary name-based rule" in the GTK Bug Repro window Click the "Reopen" button Observe the Console window Actual results: Name is null only for variable-node ports. A co…

Retrieved 2026-11-12
Graph ToolkitFixUUM-151603
Fixed a crash on quit in players that use split graphics jobs with DirectX 12 on Universal Windows Platform.
GraphicsFixWindowsUUM-152563
Fixed a crash on Vulkan when pre-warming pipeline state objects with GraphicsStateCollection.WarmUpProgressively.
GraphicsFixUUM-154071
Fixed crash in RenderTarget::SetActive when Asset import is triggered, and the camera's target buffers were set using Camera.SetTargetBuffers.
Linked bug report
UUM-148003: Crash on RenderTarget::SetActive when triggering an asset import in Play mode with a camera rendering to multiple render targets

How to reproduce: 1. Open the attached “IN-148522” project 2. Open the “CardTest” scene 3. Enter Play mode 4. Navigate to “Assets” > “V7” > “Materials” 5. Click the “EmissiveBlack” material 6. Press ctrl+D 7. Observe the crash Reproducible with: 6000.0.10f1, 6000.0.80f1, 6000.3.21f1, 6000.5.6f1, 6000.6.0b6, 6000.7.0a3 Reproduced on: Windows 11 Not reproduced on: No other environment tested Fir…

Retrieved 2026-11-11
GraphicsFixUUM-148003
Fixed memory corruption when BC-compressed textures are decompressed on the CPU, such as when the GPU does not support the format, and a mip level is smaller than 4x4 or not a multiple of 4 in size.
GraphicsFixUUM-154799
Fixed missing objects and shadows in Quad Views with camera stacking.
Linked bug report
UUM-150107: XR Graphics: Quad View: when using camera stacking the inner view does not show main camera

Steps to reproduce: set up scene with 2 cameras stacked (attached project has this set up) note my main camera is tagged as base camera and the stacked as overlay I have attached a head tracking script to the main camera but not the overlay camera but I'd think this shouldn't much matter? enabled quad view and meta XR build and run on Quest device Actual results: Only the stacked camera is dis…

Retrieved 2026-11-12
GraphicsFixUUM-150107
Fixed SystemInfo.supportsConservativeRaster returning false and conservative rasterization being unavailable on Vulkan on GPUs that report a maxExtraPrimitiveOverestimationSize of 0, such as AMD GPUs.
Linked bug report
UUM-143199: SystemInfo.supportsConservativeRaster evaluates to false when maxExtraPrimitiveOverestimationSize==0

How to reproduce: Create a new project using the “Universal 3D” template Change the graphics API to Vulkan in the Project Settings > Player Create a new MonoBehaviour script in the project with the code line “Debug.Log(SystemInfo.supportsConservativeRaster);” added to the Start() method of the MonoBehaviour class Create an empty GameObject in the Scene Hierarchy and add the newly created scrip…

Retrieved 2026-11-12
GraphicsFixUUM-143199
Fixed the right eye in XR multi-pass selecting different LODs than the left eye when using camera stacking.
GraphicsFixXRUUM-157818
Fixed Vulkan rendering artifacts on Mali GPUs with some renderpass/subpass configurations.
Linked bug report
UUM-147578: Rendering corruption on ARM Mali GPU when using shader with FrameBuffer and DepthTexture with Vulkan API

Steps to reproduce: 1. Open the attached project: “IN-148395” 2. Build the application for an Android 3. Install and open the Player on an Android Actual Result: Rendering corrupted with white square artifacts Expected Result: Rendering doesn’t have white square artifacts Reproducible with: 6000.0.0f1, 6000.0.79f1, 6000.3.20f1, 6000.5.4f1, 6000.6.0b4, 6000.7.0a2 Built on: Tahoe 26.5 (M1 Max) N…

Retrieved 2026-11-11
GraphicsFixUUM-147578
Resolved an issue when using Vulkan on Windows with Split Graphics Jobs where null could be inserted into a cache, resulting in DrawCalls trying to draw to a closed Command Buffer, causing a crash.
GraphicsFixWindowsUUM-132307
Unexpected failures in Vulkan swapchain are now correctly logged.
Linked bug report
UUM-153744: Crash on SIGSEGV in vk::OnscreenSwapChain::AcquireNextImage when vkAcquireNextImageKHR returns VK_TIMEOUT

Steps to reproduce: 1. Open the attached “IN-154347_ReproCrashVulkan.zip” project 2. From the menu bar, open File > Build Settings 3. Select Android as the Build Profile 4. Tick the Development Build checkbox 5. Build the Player 6. Open a terminal, navigate to the build output folder, and run: sh bench.sh -k <name>.apk -c 7. Open results/RESULT.txt and confirm it contains DFVKTIMEOUT lines 8. …

Retrieved 2026-11-11
GraphicsFixUUM-153744
SystemInfo.supportsParallelPSOCreation now correctly returns true on Android devices with a single core enabling parallel PSO creation.
GraphicsFixAndroidUUM-153032
Fixed "Default" being added to some Enum Material properties.
Linked bug report
UUM-134256: Changing “Mesh Decal Bias Type” to “Depth Bias” on Decal Simple material stays set to “Default” in Inspector window

Steps to reproduce: 1. Create new Unity project using High Definition 3D Template 2. Open Shader Graph Templates window (Project window > Create > Shader Graph > From Template) 3. Select “Decal Simple” Template and press “Create” 4. When created, press on “Decal Simple” Shader in Project window and convert it to the Material 5. Select newly created Decal Material in Project window 6. In Inspec…

Retrieved 2026-11-11
HDRPFixUUM-134256
Fixed a black Game view and Render Graph errors when using the ScreenSpaceAmbientOcclusion Fullscreen Debug Mode with MSAA.
HDRPFixUUM-157335
Fixed an issue where HDRP did not release the contexts and textures of upscaler framework upscalers when the render pipeline was rebuilt.
HDRPFixUUM-156238
Fixed missing incremental GC write barriers on static and ThreadStatic fields on ref struct types.
Linked bug report
UUM-153622: IL2CPP: no write barrier is emitted when a reference is stored into a static or [ThreadStatic] field declared on a ref struct, so the object is freed under incremental GC while the field still points at it

Steps to reproduce: 1. Download and extract the attached user's project "il2cpp_ts_repro.zip" 2. Build the Windows x64 player by running "Unity.exe -batchmode -nographics -quit -projectPath <project> -executeMethod BuildRepro.Build -logFile build.log" 3. Open "Repro\il2cpp_ts_repro.sln" Visual Studio solution, Build it and wait for the Player to exit (about 10 seconds) 4. Observe the exit code…

Retrieved 2026-11-10
IL2CPPFixUUM-153622
Fixed keys held when a Windows Player lost focus staying pressed after the Player regained focus.
Input SystemFixWindowsUUM-157482
Fixed crash in DomainUnloadAutoFree memory tracker.
Linked bug report
UUM-144552: Crash on DomainUnloadAutoFree::FrameMaintenance during Editor usage

How to reproduce: 1. Create a new Unity project 2. In the Hierarchy, create a new empty GameObject 3. In the Inspector, add the "Shadow Caster 2D" Component 4. Wait 2-3 seconds and click anything in the Editor 5. Observe the crash Reproducible with: 6000.6.0a7 Can't test with: 6000.0.76f1, 6000.3.15f1, 6000.4.8f1, 6000.5.0b9 (One-time crash) Reproducible on: macOS Tahoe 26 (M1) Not reproducibl…

Retrieved 2026-11-09
KernelFixUUM-144552
Allow the system to sleep when Screen.sleepTimeout is set to SleepTimeout.SystemSetting and the System Setting is not Never.
Linked bug report
UUM-150222: Mac does not fall asleep when running the Player

Steps to reproduce: 1. Open the attached project “IN-150263” 2. Build for MacOS 3. Open terminal, paste “while :; do printf '%s %.2f\n' "$(date +%H:%M:%S)" "$(ioreg -c IOHIDSystem | awk '/HIDIdleTime/{print $NF/1e9; exit}')"; sleep 1; done” and hit enter 4. Open the newly built app 5. Observe the terminal and your Mac Actual result: In the terminal the time never goes more 10s and the computer…

Retrieved 2026-11-11
macOSFixUUM-150222
Fixed WebSocket connections to servers only supporting TLS 1.3.
MonoFixUUM-158461
Fixed a crash on macOS when opening the Edit menu while a Multiplayer Play Mode virtual player was focused.
MultiplayerFixmacOSUUM-155708
Unity Transport: When a DTLS connection fails because of a wrong certificate, the reported disconnection reason is now the more correct AuthenticationFailure instead of MaxConnectionAttempts.
NetworkingFixUUM-159110
Importing a .unityPackage inside a .unityPackage coming from the Asset Store will not get a warning for being unsigned since it is considered coming from a trusted source.
Package ManagerFixUUM-154234
Fixed error where RunSettings would not be properly reset when Domain Reload didn't happen at entering playmode.
Performance Test FrameworkFixUUM-158376
SampleGroups are now getting cleared of samples and statistics a test used, after its result has been reported. This stops data bleeding in other tests in case tests hold on to SampleGroups for some reason.
Performance Test FrameworkFix
ComputePenetration between a scaled Sphere and Convex Mesh Collider will now return the correct result.
PhysicsFixUUM-139615
Fixed a "Mismatched state in DefaultScenario" error when exiting Play Mode after editing a script with "Script Changes While Playing" set to "Recompile After Finished Playing".
Linked bug report
UUM-148454: "Mismatched state in DefaultScenario", "Tried to enter EditModeScope...", and "Lifecycle ERROR" occur when exiting Play Mode with a modified script and "Recompile After Finished Playing" enabled

How to reproduce: Open the attached “repro-IN-149066.zip” project Enter Play Mode Open EditMeDuringPlayMode.cs in an external code editor Make a minor change to the script and save the file Return to Unity and exit Play Mode Observe the Console Actual result: The Console throws the following errors "Mismatched state in DefaultScenario, was Stopping but expected Idle", "Tried to enter EditModeS…

Retrieved 2026-11-10
ScriptingFixUUM-148454
Fixed an issue where MonoBehaviours loaded from AssetBundles showed as missing scripts in Players when their assembly was loaded at runtime.
Linked bug report
UUM-159333: AssetBundle MonoBehaviour shows as missing script in standalone Player when its assembly is loaded at runtime with Assembly.Load

How to reproduce: Open the attached "IN-152532" project Open Build Settings and switch the platform to Standalone (Windows or macOS) Build and run the "ReproScene" scene as a standalone Player Observe the logs of the Player Actual result: The MonoBehaviour from the AssetBundle does not bind to the script of the assembly loaded at runtime, so the component shows as a missing script Expected res…

Retrieved 2026-11-11
ScriptingFixUUM-159333
Fixed exceptions not being logged when thrown from async Awaitable message methods such as Awake, Start, and OnEnable.
ScriptingFixUUM-155273
Fixed Plane.Equals returning true for planes with different hash codes, which caused HashSet and Dictionary lookups to fail.
ScriptingFixUUM-157345
Fixed an Editor freeze that could occur when a search indexing task was canceled while the index was being updated.
SearchFix
Fixed bug where the Add Scene option was present in the Search window's inspector for scenes located in read-only packages.
Linked bug report
UUM-139396: Selecting “Add Scene” in Search window throws ArgumentException when attempting to open a Scene located in a Package directory

Steps to reproduce: 1. Create new Unity project 2. Install Entities package via Package Manager 3. Open Search window 4. In search field enter “TestSubScene” 5. Toggle Inspector Panel 6. Press on the kebab button next to “Open” button 7. From the menu select “Add Scene” 8. Observe the Console window Actual results: “ArgumentException” error is thrown in the Console when selecting “Add Scene” f…

Retrieved 2026-11-11
SearchFixUUM-139396
Fixed the "+" button in the Inspector not adding more than one element to bool arrays and lists.
SerializationFixUUM-159259
Fixed a crash when calling RenderingCommandBuffer.SetKeyword with null compute or ray tracing shader.
Linked bug report
UUM-158327: Crash with multiple stack traces when updating a CommandBuffer keyword on a null Compute Shader

How to reproduce: Open the attached “IN-158482” project Run the test (Repro > “CommandBuffer.EnableKeyword(null ComputeShader) - crashes Editor”) Observe the crash Reproducible with: 6000.0.0f1, 6000.0.85f1, 6000.3.27f1, 6000.6.8f1, 6000.7.0b7, 7000.0.0a12 Reproducible on: Windows 11 Not reproducible on: No other environments tested Note: Reproducible using CommandBuffer.EnableKeyword / .Disab…

Retrieved 2026-11-11
ShadersFixUUM-158327
Fixed a player freeze when switching scenes repeatedly with a preloaded ShaderVariantCollection.
Linked bug report
UUM-156125: Player stops responding permanently when scenes are repeatedly switched with SceneManager.LoadSceneAsync

How to reproduce: Open the attached “IN-153982” project In the Unity editor’s taskbar, select “File” > “Build Profiles” In the “Build Profiles” window, select “Windows” profile Under the “Platform Settings”, expand “Windows Settings” > enable the “Development Build” Click “Build And Run” and wait for around 5 minutes Observe the result in the Player window Actual result: The Player window free…

Retrieved 2026-11-10
ShadersFixUUM-156125
Fixed a possible Editor crash when shader messages were read while a shader variant compiled in the background.
ShadersFixUUM-154510
Fixed a problem where the "Preload Shaders After Showing First Scene" option in Graphics settings and Build Profiles was unticked automatically after it was ticked, and "Preload Time Limit Per Frame (ms)" then displayed -1.
Linked bug report
UUM-151773: "Preload Time Limit Per Frame (ms)" is set to "-1" and the setting is not saved when enabled, gets unticked again after reselecting the "Graphics" tab

Steps to reproduce: Create a new Unity project using the Universal 3D template Open the Project Settings window (Edit > Project Settings) Select the "Graphics" tab Tick the "Preload Shaders After Showing First Scene" setting Observe the "Preload Time Limit Per Frame (ms)" field that appears under it Select another tab (e.g. "Player") and select the "Graphics" tab again Observe the "Preload Sha…

Retrieved 2026-11-12
ShadersFixUUM-151773
Fixed crash in Editor when an uncompiled or broken shader is being rendered on a Canvas.
Linked bug report
UUM-153265: Crash on ShaderLab::Pass::ApplyPass when rendering a Canvas with a broken or uncompiled shader

How to reproduce: 1. Open the attached “IN-154123” project 2. Open the “MainMenu” scene (Assets > Scenes > MainMenu) 3. Observe the crash Reproducible with: 6000.0.0f1, 6000.0.84f1, 6000.3.25f1, 6000.6.2f1, 6000.7.0b2, 7000.0.0a1 Reproduced on: Windows 11 Not reproduced on: No other environment tested Note: The issue also occurs upon opening the project after reproducing the crash once First f…

Retrieved 2026-11-11
ShadersFixUUM-153265
Fixed Material.GetPropertyNames crashing when the provided value is outside of the valid enumeration range.
Linked bug report
UUM-157945: Fatal error on Material.GetPropertyNames when passing an out-of-range MaterialPropertyType

How to reproduce: 1. Open the attached “IN-155867” project 2. In the menu bar choose Repro > Material.GetPropertyNames invalid enum crash 3. Observe the Fatal Error Reproducible with: 6000.0.0f1, 6000.7.0b5, 7000.0.0a9 Reproducible on: Windows 11 Not reproducible on: No other environments tested

Retrieved 2026-11-11
ShadersFixUUM-157945
Fixed an issue where the Convert Assets button in the Render Pipeline Converter window stayed disabled when you selected an unconverted item after a partial conversion.
SRP CoreFixUUM-155720
Fixed the Render Graph closing a native render pass after 8 raster render passes even when they used fewer than 8 native subpasses, which made the next pass, such as the URP UI overlay, load its attachments again from memory.
SRP CoreFixUUM-158401
Fixed an "Overflow in memory allocator" fatal error when rendering a terrain with details from a camera extremely far away from it, such as a Scene view restored at a very distant position.
Linked bug report
UUM-155070: “Overflow in memory allocator. UnityEditor.GUIView:ProcessEvent (UnityEngine.EntityId,intptr,bool&)“ pop-up warning when opening a specific scene

How to reproduce: 1. Open the attached “IN-154292” project 2. Open the SampleScene (Assets > Scenes > SampleScene) 3. Observe the “Overflow in memory allocator. UnityEditor.GUIView:ProcessEvent (UnityEngine.EntityId,intptr,bool&)“ pop-up warning Reproducible with: 6000.5.0a5, 6000.6.4f1, 6000.7.0b3 Not reproducible with: 6000.0.84f1, 6000.3.25f1, 6000.5.0a4, 7000.0.0a5 Reproduced on: Windows 1…

Retrieved 2026-11-10
TerrainFixUUM-155070
Fixed Is.Not.AllocatingGCMemory() intermittently reporting GC allocations made by other threads, such as the finalizer thread after GC.Collect(), for a delegate that does not allocate.
Test FrameworkFixUUM-142851
Allows LayoutElement to restore previously used float value when disabling and re-enabling a property.
Linked bug report
UUM-144461: "Layout Element" Component's fields don't preserve the values after reenabling the parameters

How to reproduce: 1. Create a new Unity project 2. In the Hierarchy, right-click -> UI (Canvas) -> Text (TextMeshPro) 3. In the Inspector, click Add Component -> Layout Element 4. Enable any field and enter the custom value 5. Disable the field 6. Reenable the field and observe the value Expected results: The previous custom value is preserved Actual results: The previous custom value is not p…

Retrieved 2026-11-12
uGUIFixUUM-144461
Fixed a crash or corrupted Transform when undoing the addition of a Layout Group component to a GameObject that did not have a RectTransform.
Linked bug report
UUM-157935: Crash on HierarchyGameObjectHandler::AddOrUpdateNodeTransformCallback when having Colliders on parent and child GameObjects and removing a Layout Group Component from the parent

How to reproduce: Create a project of any type and make sure uGUI is installed Create an empty GameObject Drag the newly created GameObject to the Project window to create a Prefab Open the newly created Prefab Add a child GameObject with any type of Collider Add any type of Collider to the root GameObject Add any type of Layout Group Component to the root GameObject Undo the last change using…

Retrieved 2026-11-11
uGUIFixUUM-157935
Fixed an issue where the "Too many sprite tiles on Image" error was logged repeatedly while editing a Tiled Image.
Linked bug report
UUM-144189: "Too many sprite tiles on Image" error is spammed in the Console when editing Pixels Per Unit Multiplier on a Tiled Image Type for Scroll View

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. In Hierarchy add a Scroll View GameObject 3. Select the Scroll View Image component and set Image Type to Tiled in Inspector window 4. Click and drag (or type into) the Pixels Per Unit Multiplier field to increase its value 5. Observe the Console Actual results: Errors are spammed continuously while editing the valu…

Retrieved 2026-11-12
uGUIFixUUM-144189
Fixed an issue where UI elements, such as Sliced and Tiled Images and Text, were not updated when the Canvas Reference Pixels Per Unit, Scale Factor, Pixel Perfect or Render Camera changed after they were first drawn.
Linked bug report
UUM-151004: Sliced Image renders with incorrectly scaled borders when "Canvas.referencePixelsPerUnit" changes after the mesh is built

Reproduction steps: Open the attached "IN-152321" project Open the "Assets/SampleScene.unity" scene Enter Play Mode In the Game view, click the "G REPRODUCE - scaler applies refPPU late" button Observe the red shape in the top-right of the Game view and the Console window Actual result: The shape renders as two end caps meeting in the centre. The last mesh build in the Console reports "refPPU=…

Retrieved 2026-11-11
uGUIFixUUM-151004
Fixed the BaseInput component's help (?) button in the Inspector, which didn't open a documentation page.
Linked bug report
UUM-143300: A broken core manual link opens when clicking the Inspector Help (?) button on the BaseInput script

How to reproduce: Open the attached "IN-143718_LinksRepro" project Open the “OutdoorsScene“ scene (Assets/OutdoorsScene) Select the "BaseInput" GameObject inside the Hierarchy Click the "?" button in the "Base Input (Script)" script Observe the opened missing documentation page Actual result: "Sorry... that page seems to be missing!" page is opened Expected result: The button opens the valid B…

Retrieved 2026-11-12
uGUIFixUUM-143300
Fixed a scaled UI Toolkit element with a filter rendering blurry when it was wider than the panel and contained an element with a backdrop-filter.
UI ToolkitFixUUM-157189
Fixed an issue where setting a TextField's value while the touch screen keyboard was open left the keyboard showing the old text and could move the caret to the end of the field.
UI ToolkitFixUUM-143559
Fixed composite fields, such as Vector2Field and RectField, calling onValidateValue and showing the validator's result in their child fields when the value was set inside IgnoreValidation.
UI ToolkitFixUUM-156993
Fixed errors that were logged when the Editor started with a window, such as the Render Graph Viewer, open in the layout.
Linked bug report
UUM-150211: Errors are thrown when opening the Editor with Render Graph Viewer

Steps to reproduce: Create and open a new project Open the "Window -> Analysis -> Render Graph Viewer" window Restart the Editor (Without closing the Render Graph Viewer) Observe the Console Actual results: "Assertion failed on expression" (or "d3d12: finalizing rendering...") and "GUI Window tried to begin..." errors are thrown Expected results: Console is empty Reproducible with versions: 60…

Retrieved 2026-11-11
UI ToolkitFixUUM-150211
Fixed horizontal scrolling in a ListView stopping after the first drag when its content container has a min-width set in USS.
UI ToolkitFixUUM-157458
Fixed ListView items getting stuck on screen when reordering with multiple fingers on touch devices with reorderMode set to Animated.
Linked bug report
UUM-117689: ListView list items in UIToolkit get stuck when reorderMode is set to Animated and they are reordered using two or more fingers on touch devices

How to reproduce: 1. Extract and open the attached “IN-114657.zip“ project 2. In Assets/Scenes, open the “SampleScene.unity“ Scene 3. Enter Play mode 4. Using two fingers or more, try swapping different list items 5. Observe the list Expected result: The list changes according to your finger swipes Actual result: The list items get stuck and can not be moved anymore Reproducible with: 2023.1.0…

Retrieved 2026-11-12
UI ToolkitFixUUM-117689
Fixed Matrix2D.Equals(Matrix2D) returning true for matrices that have different hash codes.
UI ToolkitFixUUM-158175
Fixed new Panel Settings assets being created with a reference DPI that did not match the Game view, which made Constant Physical Size content resolve to a fractional scale.
Linked bug report
UUM-147871: ListView items drag handle icon renders inconsistently and not fully when "Reorder Mode" is set to Animated

Steps to reproduce: Open the attached "UITK_DragHandle" project Open SampleScene Enter Play mode Expand the "TestReorder" foldout Observe the drag handles next to list items Actual results: Only some rows show a drag handle, and it renders as a faint, partial dash ("-") rather than the full handle icon; other rows show no visible handle icon at all Expected results: Every row should consistent…

Retrieved 2026-11-12
UI ToolkitFixUUM-147871
Fixed SVG import creating an invalid radial gradient when a "<radialGradient>" has a zero radius; the shape is now painted with the last stop color.
UI ToolkitFixUUM-158256
Fixed SVG import dropping a "<use>" element when its shape or group target is defined later in the file.
UI ToolkitFixUUM-158220
Fixed SVG import dropping a gradient stroke when the gradient is defined later in the file.
UI ToolkitFixUUM-158255
Fixed SVG import dropping an arc that has exactly one zero radius; the arc is now drawn as a straight line.
UI ToolkitFixUUM-158225
Fixed SVG import dropping the declarations of an earlier "<style>" element when a later "<style>" element sets other properties for the same selector.
UI ToolkitFixUUM-158217
Fixed SVG import dropping the style rule that follows an "@import" statement in a "<style>" element.
UI ToolkitFixUUM-158228
Fixed SVG import dropping the style rule that follows an "@media" block in a "<style>" element.
UI ToolkitFixUUM-158229
Fixed SVG import leaving elements unclipped when several elements use a "<clipPath>" defined later in the file.
UI ToolkitFixUUM-158251
Fixed SVG import not applying "<style>" rules to elements that come before the "<style>" element in the file.
UI ToolkitFixUUM-158230
Fixed SVG import throwing a KeyNotFoundException when a "<use>" element refers to another "<use>" element.
UI ToolkitFixUUM-158249
Fixed SVG import throwing an ArgumentNullException when a "mask" attribute refers to a "<mask>" defined later in the file, or to a missing mask.
UI ToolkitFixUUM-158239
Fixed SVG import throwing an error when "<polygon>" or "<polyline>" points are not separated, such as "-10-10".
UI ToolkitFixUUM-158257
Fixed SVG import throwing an error when a property is set to "inherit".
UI ToolkitFixUUM-158226
Fixed the UI Toolkit Debugger hierarchy list flickering after Inspect Element on a window whose hierarchy keeps changing, such as the Entities Systems window.
Linked bug report
UUM-148875: Elements list flicker in the UI Toolkit Debugger window when right-clicking and selecting "Inspect Element" in the Entities Systems window

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Open Package Manager 3. Find and install Entities package 4. Open “Systems” window (Window > Entities > System) 5. Right-click on Systems tab > open UI Toolkit Debugger window 6. Right-click on any element from the list and select Inspect Element 7. When UI Toolkit Debugger becomes focused, observe the list Actual r…

Retrieved 2026-11-12
UI ToolkitFixUUM-148875
Fixed UIToolkitInteroperabilityBridge allocating GC memory every frame for each UI Toolkit panel.
Linked bug report
UUM-158158: UIToolkitInteroperabilityBridge.CreatePanelGameObject allocates 32 B GC every frame per UI Toolkit panel

Steps to reproduce: 1. Open the attached project "Project.zip" 2. Open the "Assets/Scenes/SampleScene.unity" Scene 3. Open the Profiler window, switch to Hierarchy view and enable Deep Profile 4. Enter Play Mode 5. Sort by GC Alloc and expand PlayerLoop > UpdateScene > Update.ScriptRunBehaviourUpdate > BehaviourUpdate > EventSystem.Update() 6. Observe the GC Alloc of UIToolkitInteroperabilityB…

Retrieved 2026-11-11
UI ToolkitFixUUM-158158
Fixed VectorUtils.Bounds returning bounds that are too small for some curved Bezier segments.
UI ToolkitFixUUM-158205
Fixed VectorUtils.FlipVerticesInBounds moving vertices outside the bounds when the bounds do not start at y = 0.
UI ToolkitFixUUM-158215
Fixed VectorUtils.MakeArc returning a quarter circle when the sweep angle is 0.
UI ToolkitFixUUM-158218
Fixed VectorUtils.MakeArc returning an empty path when the sweep angle is a full circle.
UI ToolkitFixUUM-158219
Fixed VectorUtils.SceneNodeBounds ignoring the closing curve of closed contours.
UI ToolkitFixUUM-158209
Fixed VectorUtils.SegmentsLength measuring the closing curve of a closed path as a straight line.
UI ToolkitFixUUM-158208
Vertex counting to select the correct rendering index format for a convex mesh that has more than 65535 vertices when using a combined mesh.
Unity PhysicsFixUUM-158827
Collider.ToMesh() leaked an intermediate mesh for every convex, mesh and terrain collider it converted. These meshes are now destroyed once they are combined into the returned mesh.
Unity PhysicsFixUUM-158827
Fixed "Default" being added to some Enum Material properties.
Linked bug report
UUM-134256: Changing “Mesh Decal Bias Type” to “Depth Bias” on Decal Simple material stays set to “Default” in Inspector window

Steps to reproduce: 1. Create new Unity project using High Definition 3D Template 2. Open Shader Graph Templates window (Project window > Create > Shader Graph > From Template) 3. Select “Decal Simple” Template and press “Create” 4. When created, press on “Decal Simple” Shader in Project window and convert it to the Material 5. Select newly created Decal Material in Project window 6. In Inspec…

Retrieved 2026-11-11
Fixed a bug where lights render with incorrect shape when using WebGL with Chromium running with DX11 backend.
Linked bug report
UUM-142771: Realtime reflection probe changes light strength when removing light sources using URP WebGL

How to reproduce: Open the attached project: “IN-142375” Open Build Settings (Edit → Build Settings) Select Web from the Platforms menu Make sure “SampleScene” is in the Scene List Select Edge or Chrome as the Client Browser Type Build and Run In the Player, use the buttons in the top left corner to add and remove lights Observe the bottom light strength Actual result: After removing an added …

Retrieved 2026-11-12
URPFixWebGLUUM-142771
Fixed an issue where the Renderer List and Culling samples in the URP RenderGraph Samples logged errors every frame when used with a 2D Renderer that has Depth/Stencil Buffer disabled.
Linked bug report
UUM-157948: "Render Graph Execution error" and "NullReferenceException" are thrown every frame when the URP RenderGraph sample's Renderer Feature is used on a 2D Renderer with "Depth/Stencil Buffer" disabled

How to reproduce: 1. Create a new project from the "Universal 2D" template 2. Go to Window -> Package Manager -> Universal Render Pipeline -> Samples and import "URP RenderGraph Samples" 3. Select Assets/Settings/Renderer2D, click "Add Renderer Feature" and add "Renderer List Render Feature" 4. On the same Renderer2D asset, disable "Depth/Stencil Buffer" 5. Enter Play Mode 6. Observe the Conso…

Retrieved 2026-11-11
Fixed Bloom intensity getting overridden by Screen Space Lens Flare intensity.
Fixed Editor flickering and blank windows when a camera's Output Texture is a Render Texture with Shadow Sampling Mode set to Compare Depths.
URPFixWindowsUUM-155764
Fixed long player build times in 2D projects caused by unneeded Rendering Layer Mask shader variants in Sprite Lit, Sprite Custom Lit, and VFX Graph shaders.
Fixed Shader Graphs importing to different shader code, and AssetBundles getting different hashes, depending on whether a Shader Graph with Support LOD Cross Fade enabled had been imported earlier in the same editor session.
Make VideoPlayer_TimeReference_Works pass by fixing the way we detect when to run loopPointReached.
VideoFixUUM-148456
Fixed UnityHttpMessageHandler leaking its Abort() cancellation registration.
Fixed lag when dragging an object over docked window tabs in the Windows Editor.
WindowsFixUUM-156431

Changed Constant Physical Size panels to account for the Game view's Low Resolution Aspect Ratios setting when resolving scale.
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