6000.6.0a2: Crash on RendererScene::NotifyInvisible when exiting Play mode with TextMeshPro Text focused in the Hierarchy and with Domain reload disabled
6000.7.0a3
Alpha · Released Jul 23, 2026 · Changeset 4e1564fc2cca · 691 release notes
38build score
Upgrade risk+17Net cleanup+16Live debt+5
cohort: alpha (35)
Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks. (UUM-146922) Fixed in 6000.7.0a4.
Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks. (UUM-147085) Fixed in 6000.7.0a4.
Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks. (UUM-147144) Fixed in 6000.7.0a4.
Fix an allocation crash that could occur under heavy import loads (UUM-146671) Fixed in 6000.7.0a4.
Fix editor crash by making UniqueIDGenerator thread-safe (UUM-146812) Fixed in 6000.7.0a4.
Fixed an Editor crash that would occur when trying to undo a VisualTreeAsset or StyleSheet change past the last import. (UUM-146454) Fixed in 6000.7.0a4.
Crash on mono_log_write_logfile when more than one copy of bee_backend is running
Deprecated: Deprecated various Audio APIs.
AudioBreaking
Removed: Project Auditor: Removed FirstCustomCategory from IssueCategory enum, and moved it to IssueCategoryExtensions as a static field.
EditorBreaking
Removed: Removed the GameCenter implementation.
iOSBreaking
Obsoleted: Removed PhysicsWorld and PhysicsWorldDefinition autoContactCallbacks and autoTriggerCallbacks properties as they are no longer required or used. The contact and trigger events are effectively free now and production of such events is still controlled on a per-shape basis so no behaviour has been lost.
Physics 2DBreaking
Removed: Removed the deprecated MovieTexture API.
VideoBreaking
Unity Transport: The RoslynAnalyzerFix asset post-processor (and its assembly) have been removed from the package. This deprecated hook did not serve a purpose anymore since the analyzer was removed from the package in version 2.5.0.
Always automatically generate the NetcodeConfig singleton. This is a breaking change for any project that uses EntityManager.CreateSingleton<NetcodeConfig>() to create the singleton explicitly. You can update your code to use SystemAPI.GetSingleton<NetcodeConfig>() instead.
Netcode for EntitiesBreaking
Deprecated: Removed deprecated TouchScreenKeyboard.Android.consumesOutsideTouches and closeKeyboardOnOutsideTap properties; Unity now always processes touches outside the on-screen keyboard.
AndroidBreaking
Deprecated: Deprecated various Audio APIs.
AudioBreaking
Removed: Project Auditor: Removed FirstCustomCategory from IssueCategory enum, and moved it to IssueCategoryExtensions as a static field.
EditorBreaking
Removed: Removed the GameCenter implementation.
iOSBreaking
Obsoleted: Removed PhysicsWorld and PhysicsWorldDefinition autoContactCallbacks and autoTriggerCallbacks properties as they are no longer required or used. The contact and trigger events are effectively free now and production of such events is still controlled on a per-shape basis so no behaviour has been lost.
Physics 2DBreaking
Removed: Removed the deprecated MovieTexture API.
VideoBreaking
Renamed the Sprite "Physics Shape" API and Sprite Editor tab to "Physics Outline" to avoid confusion with PhysicsCore2D's PhysicsShape. The old API is deprecated but still works and auto-upgrades.
2DBreaking
Unity Transport: The RoslynAnalyzerFix asset post-processor (and its assembly) have been removed from the package. This deprecated hook did not serve a purpose anymore since the analyzer was removed from the package in version 2.5.0.
Always automatically generate the NetcodeConfig singleton. This is a breaking change for any project that uses EntityManager.CreateSingleton<NetcodeConfig>() to create the singleton explicitly. You can update your code to use SystemAPI.GetSingleton<NetcodeConfig>() instead.
Netcode for EntitiesBreaking
Changed: Reduced public API surface of the Android Java player library (com.unity3d.player) by making internal classes and methods package-private. Affected classes - ApplicationExitInfoBase, ApplicationExitInfoProvider, AudioVolumeHandler, Camera2Wrapper, GoogleARCoreApi, HFPStatus, MultiWindowSupport, NativeLoader, NetworkConnectivity, OrientationLockListener, PermissionRequest, PlatformSupport, StaticSplashscreen, UnityGameManager, UnityGameState, UnityPermissions, VideoPlayer, TimeoutThread, UnityPlayer.kbCommand, IFrameReady, IPermissionRequestCallbacks, VideoPlayer.StateCallback. Affected methods - UnityPlayer.getNetworkProxySettings(java.lang.String), UnityPlayer.startOrientationListener(int), UnityPlayer.stopOrientationListener(), UnityPlayer.setMainSurfaceViewAspectRatio(float).
AndroidAPI change
Changed: Added new abstractions for progressive asset loading.
CoreAPI change
Added: Added APIs to insert custom entries in the Graph and Blackboard right-click menus.
EditorAPI change
Added: Added the CompanionComponent<T> unmanaged wrapper and the EntityManager.GetCompanion<T> extension so that companion components can be read from systems without using the obsolete managed component API.
EntitiesAPI change
Changed: IDebugOnAdded and IDebugOnRemoved callback signatures now require Entity parameter. Update callbacks from OnAdded(ref T component) to OnAdded(Entity entity, in T component).
EntitiesAPI change
Added: Added a new overload to Graph.AddVariableNode that allows variable nodes to be created with a specific mode. Added a Mode getter to IVariableNode to get the current VariableNodeMode of the variable node.
Graph ToolkitAPI change
Added: Added "PhysicsUserData.vector3IntValue" property of type Vector3Int. This will allow per-shape tilemap position references.
Physics 2DAPI change
Added: Added the PowerMonitor energy consumption API to Adaptive Performance Android provider.
AndroidAPI change
Added: Added the PowerMonitor energy consumption API to Adaptive Performance Android provider.
AndroidAPI change
Added: Added ApplicationStartInfoProvider.GetHistoricalProcessStartReasons to retrieve ApplicationStartInfo records.
AndroidAPI change
Changed: Reduced public API surface of the Android Java player library (com.unity3d.player) by making internal classes and methods package-private. Affected classes - ApplicationExitInfoBase, ApplicationExitInfoProvider, AudioVolumeHandler, Camera2Wrapper, GoogleARCoreApi, HFPStatus, MultiWindowSupport, NativeLoader, NetworkConnectivity, OrientationLockListener, PermissionRequest, PlatformSupport, StaticSplashscreen, UnityGameManager, UnityGameState, UnityPermissions, VideoPlayer, TimeoutThread, UnityPlayer.kbCommand, IFrameReady, IPermissionRequestCallbacks, VideoPlayer.StateCallback. Affected methods - UnityPlayer.getNetworkProxySettings(java.lang.String), UnityPlayer.startOrientationListener(int), UnityPlayer.stopOrientationListener(), UnityPlayer.setMainSurfaceViewAspectRatio(float).
AndroidAPI change
Changed: Added new abstractions for progressive asset loading.
CoreAPI change
Added: Added APIs to insert custom entries in the Graph and Blackboard right-click menus.
EditorAPI change
Added: Project Auditor: Added Descriptor.IsSupported so analyzers can check if an issue is valid for the current platform and version.
EditorAPI change
Added: Added the CompanionComponent<T> unmanaged wrapper and the EntityManager.GetCompanion<T> extension so that companion components can be read from systems without using the obsolete managed component API.
EntitiesAPI change
Changed: IDebugOnAdded and IDebugOnRemoved callback signatures now require Entity parameter. Update callbacks from OnAdded(ref T component) to OnAdded(Entity entity, in T component).
EntitiesAPI change
Added: Added a new overload to Graph.AddVariableNode that allows variable nodes to be created with a specific mode. Added a Mode getter to IVariableNode to get the current VariableNodeMode of the variable node.
Graph ToolkitAPI change
Added: Added "PhysicsUserData.vector3IntValue" property of type Vector3Int. This will allow per-shape tilemap position references.
Physics 2DAPI change
Added: Added CoreCLR ScriptingImplementation enum value exposing CoreCLR player support.
ScriptingAPI change
Added: Added support to capture a VisualElement to a RenderTexture.
UI ToolkitAPI change
6000.4.0a2: Windows Player silently crashes when using Application.Quit() after loading Addressables asset
6000.6.0a7: 2D Platformer Tutorial Template spawns more than 150 API warnings and outdated asset version alerts on initial creation
6000.6.0a7: [Universal 3D Sample] NullReferenceException is thrown when opening GardenScene in URP 17.3.0 sample
6000.6.0b1: Burst compilation fails for IJobChunk jobs when Managed Stripping Level is set to High
6000.7.0a2: Editor Theme styling is not applied correctly across UI elements in the Editor
Reworked Animation Playable Output bind and unbind validation to prevent potential crashes. (UUM-146750) Fixed in 6000.7.0a4.
Fixed a memory leak caused by an undisposed CancellationTokenSource object in AsyncInstantiateOperation. (UUM-147016) Fixed in 6000.7.0a4.
Fixed the "Remove Component" menu missing from components with a missing script in the Inspector. (UUM-146874) Fixed in 6000.7.0a4.
Support for the SpeedTreeWindAsset created in the 2022 Editor (UUM-147077) Fixed in 6000.7.0a4.
Fixed an error "Failed to find Entity child node" in the New Hierarchy when removing child status from a GameObject that was added to an existing parent inside a Sub Scene. (UUM-146762) Fixed in 6000.7.0a4.
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) Fixed in 6000.7.0a4.
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. (UUM-146870) Fixed in 6000.7.0a4.
Package Manager related errors are thrown for Play Mode Scenarios additional editors when activated (UUM-147009) Fixed in 6000.7.0a4.
Fixed an issue where some type converters would be ignored in the UI Builder binding window. (UUM-147357) Fixed in 6000.7.0a4.
Fixed soft shadows breaking for spot and point lights in the Deferred rendering path on Meta Quest, with "variant not found" errors logged on device. (UUM-147509) First seen in 6000.7.0a3. Fixed in 6000.7.0a4.
Split the UnityFramework target and created public API module UnityFrameworkAPI.
iOS
Added an error message to help users resolve Android SDK license acceptance issues that cause build failures.
Android
Added GPU Resident Drawer batching stats (Unique Materials, Unique Meshes, Single-Instance Batches) to the Game View Statistics window, and a "GRD Batches" chart to the Profiler's Rendering module.
Editor
The Entities Memory Profiler module now uses the QuickSearch search field for filtering archetypes.
Entities
Split the UnityFramework target and created public API module UnityFrameworkAPI.
iOS
Added an error message to help users resolve Android SDK license acceptance issues that cause build failures.
Android
Added GPU Resident Drawer batching stats (Unique Materials, Unique Meshes, Single-Instance Batches) to the Game View Statistics window, and a "GRD Batches" chart to the Profiler's Rendering module.
Editor
The Entities Memory Profiler module now uses the QuickSearch search field for filtering archetypes.
Entities
Fixed an incorrect preview from the Sprite Frame module to the Sprite Renderer when resizing SpriteRect.
Disabled Open Frame Debugger from the UITK profiler Toolbar when running a standalone profiler.
EditorUUM-144370
Fixed an issue where opening the profiler window with the physics CPU module open would throw a InvalidOperationException.
ProfilerUUM-143704
Fixed black bars and missing section titles in the Memory module's details view.
ProfilerUUM-145754
Fixed Highlights module not redrawing captured frame data when re-enabled.
ProfilerUUM-144840
Fixed the Highlights module's 'Target FPS' label being clipped when showing large values.
ProfilerUUM-137768
Added mipmap Warning Icon to the Editor and update Timeline Track warning icon to the standard Warning Icon.
TimelineUUM-131155
4.16.4 to 4.19.0
2.4.5 to 2.4.7
2.10.2 to 2.10.3
6.0.3 to 6.0.6
2.0.3 to 2.0.6
6.6.0 to 6.7.0
9.4.1 to 9.5.0
2.0.0 to 2.0.1
1.3.1 to 1.4.0-pre.2
6.6.0 to 6.7.0
4.16.4 to 4.19.0
2.4.5 to 2.4.7
17.6.0 to 17.7.0
17.6.0 to 17.7.0
com.unity.render-pipelines.high-definition-config: 17.6.0 to 17.7.0
17.6.0 to 17.7.0
17.6.0 to 17.7.0
2.10.2 to 2.10.3
1.1.1 to 1.2.0
16.10.0 to 16.11.0
17.6.0 to 17.7.0
6.6.0 to 6.7.0
17.6.0 to 17.7.0
2.4.0 to 2.5.0
2.6.0 to 6.0.0
1.8.0 to 1.9.0-pre.1
3.5.1 to 3.6.0-pre.1
4.5.4 to 6.0.0
1.17.1 to 1.18.0-pre.2
5.0.4 to 6.0.6
1.5.4 to 2.0.6
6.6.0 to 6.7.0
2.11.2 to 2.13.0
2.2.8 to 2.2.9
9.4.1 to 9.5.0
2.0.0 to 2.0.1
2.2.3 to 2.2.4
1.3.1 to 1.4.0-pre.2
Added id= search filter to find entities by their index (e.g., id=27869) or full ID with version (e.g., id=27869:3).
EntitiesFeature
Now supports setting the VariableNodeMode of a variable node. A variable node can operate in one of two modes: Get and Set. When a variable node is in Set mode, a new Value input is added to the node, making it possible to set the variable's value directly in the graph. It is possible to set the mode of a variable node through its inspector using the Allow to set value in graph checkbox.
Graph ToolkitFeature
Added gap property.
UI ToolkitFeature
Added CPU and GPU utilization indexer integration for adaptive performance.
Adaptive PerformanceFeature
Added support for adaptive TV banners and monochrome icons for Android adaptive icons.
AndroidFeature
Input System rumble support for tvOS.
Apple TVFeaturetvOS
Make MSBuild script compilation pipeline selectable in project settings.
Build PipelineFeature
Make MSBuild script compilation pipeline selectable in project settings.
Build PipelineFeature
Added support for Build Destination Override in Build Profiles.
EditorFeature
Project Auditor: Added the Target Framework column to the Precompiled Assemblies table.
EditorFeature
The Editor can now build experimental CoreCLR Player builds for Windows, macOS, and Linux.
EditorFeatureWindowsmacOSLinux
The Hierarchy window now displays the number of matching items inside the search bar when searching.
EditorFeature
Added configurable memory budgets for Entities archetype and query allocators in Project Settings > Memory, with per-platform settings support.
EntitiesFeature
Added id= search filter to find entities by their index (e.g., id=27869) or full ID with version (e.g., id=27869:3).
EntitiesFeature
Entities Memory profiler now shows allocator budget usage per world to identify when allocators approach their 16 MB limits.
EntitiesFeature
Pressing F (Frame Selected) in the Scene View now frames the camera on selected entities.
EntitiesFeature
Now supports setting the VariableNodeMode of a variable node. A variable node can operate in one of two modes: Get and Set. When a variable node is in Set mode, a new Value input is added to the node, making it possible to set the variable's value directly in the graph. It is possible to set the mode of a variable node through its inspector using the Allow to set value in graph checkbox.
Graph ToolkitFeature
Input System rumble support for iOS.
iOSFeature
Added a new upmSign command-line parameter to sign source Git packages.
Package ManagerFeature
Unity Player and Editor binaries now export a C symbol named UnityScriptingBackend. Its value indicates the scripting backend the binary was built with, such as IL2CPP, CoreCLR, or Mono, so external tooling can identify the backend by inspecting the binary without running it.
ScriptingFeature
Added gap property.
UI ToolkitFeature
Added on-tile support to the URP deferred renderer.
URPFeature
Input System rumble support for visionOS.
VisionOSFeature
Added support for building Player that uses up to 16 GB of WebAssembly memory (Wasm64).
WebFeature
Added support for AccessibilityState.Expanded on Android.
AccessibilityImprovementAndroid
Added scripting docs to ApplicationStartInfo.
AndroidImprovement
Added clarification detail to.
Asset PipelineImprovement
Improved code examples for Loadable example documentation.
DocumentationImprovement
Added the option to double click categories in the Project Auditor window to expand them.
EditorImprovement
GRD Frame Debugger integration - Batch Cause + GRD Exclusion Summary.
EditorImprovement
Improved performance for first time script compilation in the Editor.
Project Auditor: Improved messaging about where analysis progress is.
EditorImprovement
Refactored Physics Debug Inspector UI so it uses common Inspector window patterns.
EditorImprovement
Reduced IL2CPP metadata size for type, field, property, and event definitions.
IL2CPPImprovement
Reduced peak memory consumption of il2cpp.exe.
IL2CPPImprovement
Reduced the size of method definitions stored in metadata file.
IL2CPPImprovement
Improved how DPI is calculated so that the fallback for unknown devices is more accurate.
iOSImprovement
Added a warning on the Multiplayer Center Quick Starts page reminding users that samples require the project to be linked to cloud services.
MultiplayerImprovement
Give GhostAuthoringComponent, GhostAuthoringInspectionComponent, and GhostAdapter AddComponentMenu paths under a shared "Multiplayer/" heading so they're discoverable in the Add Component menu (GhostAdapter's entry sits in the NETCODE_GAMEOBJECT_BRIDGE_EXPERIMENTAL branch).
Netcode for EntitiesImprovement
Added a drop-down offering the ability to switch between multi-threaded and single-threaded simulation under Project Settings -> Physics -> Settings -> GameObjects.
Added "PhysicsShape.SetBatchGeometry()" method overloads to allow multiple shapes to be set to a single geometry or multiple individual geometries. This includes support for "CircleGeometry", "CapsuleGeometry", "PolygonGeometry", "SegmentGeometry" and "ChainSegmentGeometry".
Physics 2DImprovement
Added a simple "owner" getter property that aliases the "GetOwner()" method for PhysicsWorld, PhysicsBody, PhysicsShape, PhysicsChain and every joint type.
Physics 2DImprovement
Improved the Physics Outline Sprite Editor algorithm which now produces sprite contours that are more efficient for physics, avoiding collinearity and now uses vertex-spacing rules alongside minimal decomposition area and has sub-pixel accuracy. The overall improvement is a better default guess at the outlines and holes formed from a sprite.
Physics 2DImprovement
Improved how uGUI handles mesh data to reduce general overheads from uGUI Graphic objects.
uGUIImprovement
Improved query performance for Collector Types (Any, Closest, All) for query types: Raycast, ColliderCast, Point Distance and Collider Distance, when casting against a MeshCollider. Improvement is particularly observable with Burst enabled.
Improved performance on loading archive files with DirectStorage enabled.
WindowsImprovement
NVUnityPlugin.pdb is now available inside the Unity installation on disk and on Unity's symbol server.
WindowsImprovementServer
Added support for AccessibilityState.Expanded on Android.
AccessibilityImprovementAndroid
Added scripting docs to ApplicationStartInfo.
AndroidImprovement
Added clarification detail to.
Asset PipelineImprovement
Changed some error messages during Content Directory builds when an included Asset has error messages to make easier to find the culprit asset and understand the underlying error.
Improved Build Pipeline callbacks documentation to mention ContentDirectory and how to use the version number and BuildPipelineContext to enforce dependencies and rebuild of scenes properly.
Build PipelineImprovement
Updated the bundled 7-Zip to version 26.02.
Build SystemImprovement
Improved code examples for Loadable example documentation.
DocumentationImprovement
Implemented placement buffer allocation.
DX12Improvement
Added copy and paste to settings foldouts in the build profile window.
EditorImprovement
Added the option to double click categories in the Project Auditor window to expand them.
EditorImprovement
GRD Frame Debugger integration - Batch Cause + GRD Exclusion Summary.
EditorImprovement
Improved performance for first time script compilation in the Editor.
Project Auditor: Improved messaging about where analysis progress is.
EditorImprovement
Project Auditor: Improved the Upgrade Summary page to show more information.
EditorImprovement
Refactored Physics Debug Inspector UI so it uses common Inspector window patterns.
EditorImprovement
Separated Optimization and Upgrade issues into their own pages in the Project Auditor UI.
EditorImprovement
Updated the mipmap streaming manual pages to describe how Unity selects mipmap levels from mesh UV data and camera positions, clarified the behaviour for objects Unity can't calculate a level for (including procedurally-generated geometry such as Particle Systems), and added a Texture2D.requestedMipmapLevel code example.
Reduced IL2CPP metadata size for type, field, property, and event definitions.
IL2CPPImprovement
Reduced peak memory consumption of il2cpp.exe.
IL2CPPImprovement
Reduced size of generated generic code.
IL2CPPImprovement
Reduced the size of method definitions stored in metadata file.
IL2CPPImprovement
Improved how DPI is calculated so that the fallback for unknown devices is more accurate.
iOSImprovement
Added a warning on the Multiplayer Center Quick Starts page reminding users that samples require the project to be linked to cloud services.
MultiplayerImprovement
Give GhostAuthoringComponent, GhostAuthoringInspectionComponent, and GhostAdapter AddComponentMenu paths under a shared "Multiplayer/" heading so they're discoverable in the Add Component menu (GhostAdapter's entry sits in the NETCODE_GAMEOBJECT_BRIDGE_EXPERIMENTAL branch).
Netcode for EntitiesImprovement
Added a drop-down offering the ability to switch between multi-threaded and single-threaded simulation under Project Settings -> Physics -> Settings -> GameObjects.
Added two buttons for collider components: "Fit to Self" and "Fit to Children".
PhysicsImprovement
Added "PhysicsShape.SetBatchGeometry()" method overloads to allow multiple shapes to be set to a single geometry or multiple individual geometries. This includes support for "CircleGeometry", "CapsuleGeometry", "PolygonGeometry", "SegmentGeometry" and "ChainSegmentGeometry".
Physics 2DImprovement
Added a simple "owner" getter property that aliases the "GetOwner()" method for PhysicsWorld, PhysicsBody, PhysicsShape, PhysicsChain and every joint type.
Physics 2DImprovement
Improved the Physics Outline Sprite Editor algorithm which now produces sprite contours that are more efficient for physics, avoiding collinearity and now uses vertex-spacing rules alongside minimal decomposition area and has sub-pixel accuracy. The overall improvement is a better default guess at the outlines and holes formed from a sprite.
Physics 2DImprovement
Gave subgraph node dropdowns an opaque background.
Improved padding on inline sliders.
Shader graphs with long path names should now open correctly.
Suppress superfluous warning messages when slot count changes from keyword/dropdown properties.
Improved how uGUI handles mesh data to reduce general overheads from uGUI Graphic objects.
uGUIImprovement
Improved performance and memory usage of VisualElement class list.
UI ToolkitImprovement
Improved Theme Style Sheet (.tss) references so newly written USS imports use GUID-based asset URIs, preventing references from being lost when the USS file is renamed or moved. Existing hand-authored relative imports remain supported, and users who prefer relative paths can still hand-edit them after saving.
Improved query performance for Collector Types (Any, Closest, All) for query types: Raycast, ColliderCast, Point Distance and Collider Distance, when casting against a MeshCollider. Improvement is particularly observable with Burst enabled.
ScheduleUpdateBroadphase previously overwrote the dynamic-tree update's JobHandle with the static-body change-check handle before scheduling the static-tree update, dropping the dynamic-tree job from the dependency chain, which can cause job safety errors when invoking Unity.Physics systems manually (for example; as is done by Netcode for Entities).
Unity PhysicsImprovement
Improved performance of issuing async reads with DirectStorage.
WindowsImprovement
Improved performance on loading archive files with DirectStorage enabled.
WindowsImprovement
NVUnityPlugin.pdb is now available inside the Unity installation on disk and on Unity's symbol server.
WindowsImprovementServer
Fixed an issue where Tilemap.tilemapPositionsChanged and tilemapTileChanged callbacks didn't invoke when SetTiles changed only the transform or color of a tile.
Fixed an issue where TilemapRenderer inherited normal maps from other Tiles when a Tile did not have a normal map.
Fixed duplicate Sprite Editor window settings appearing in project settings.
Fixed metal shader errors for RenderingLayerMask pass. (D2D-8107)
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 node queries logging a main-thread error to the console on Android when a screen reader is enabled.
AccessibilityFixAndroid
Fixed double state announcement for AccessibilityRole.Toggle nodes on Android.
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.
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.
NavMeshAgents created or teleported inside box NavMeshObstacles could not move out of the obstacles.
Negative values for ``Screen.brightness`` now restore the device's preferred screen brightness.
Animator.ResetControllerState(true) didn't reset non-float parameters.
Fixed a missing link to the Timeline documentation.
Fixed possible hash collision in AvatarAutoMapper.
Fixed issue with cache mechanism of compressed textures of the Accelerator not tracking texture dependency on BC7 compressor when fetching from cache. Textures were not being reimported. Improved hash calculation.
Fixed an Editor crash in WriteObjectToVector / CreateOrReloadInspectorCopy that could occur when entering Play Mode.
Fixed an import issue when creating a plugin folder (.androidlib, .bundle, .plugin, .framework, .xcframework) and adding new files in it.
Fixed an issue where small artifact data types could be incorrectly garbage collected, leading to leaks and even corruption.
Fixed asset previews staying white after a referenced texture is deleted and restored with the same GUID.
Fixed the AssetDatabase re-importing assets endlessly when an asset depended on a default asset produced after an import crash.
Building will now fail if scene callbacks throw an exception or crash, regardless of strict mode.
ContentLayout.json (produced by content directory builds) now includes an OutputLFID field on each LoadableObjectIds entry. Previously only the source object's identifier was recorded, so tools could not correlate a loadable with its exact object in the build output without also reading BuildManifest.json. The ContentLayout.json schema version is now 2.
Moved "Enable MSBuild Compilation" project setting into editor's pane.
Build PipelineFix
Fixed disappearing foldout properties in Cinemachine Orbital Follow inspector.
Hardware Dynamic Resolution on D3D12 no longer produces a bright-pixel corruption artifact on AMD GPUs caused by uninitialised placed-resource compression metadata after a resolution-scale switch.
HDRP Sample projects no longer spam D3D12 validation error (category 9, id 1422) on startup.
Placed-resource aliasing on D3D12 no longer emits repeated D3D12 validation errors (category 9, id 1422) during Hardware DRS operation.
Added analyzer rules UAC1019 and UAC1020 (both Error severity) to detect [SerializeReference] fields in serialized dictionary keys and values, which cause silent data loss or dictionary corruption. The analyzer reports an error on the dictionary field declaration at compile time.
Applications no longer hang when calling SplashScreen.Stop(FadeOut) while the splash screen is disabled.
Asset Import Workers no longer crash and Player builds no longer fail when building after deleting and recreating an active Build Profile.
Ensure the SearchDetailView actually refresh its uitk controls only when needed.
Fixed a bug where a GameObject's cut styling persisted in the Hierarchy after entering Play Mode while paste command was no longer available.
Fixed a crash that occurred when selecting the DrawTransparentObjects event in the FrameDebugger. (UUM-146553) First seen in 6000.7.0a3.
Fixed an issue where build usage read and write errors navigated to the obsolete Project Auditor UI.
Fixed an issue where ListView controls, such as the Hierarchy window, did not scroll with the mouse wheel during a drag-and-drop operation in the Windows Editor.
Fixed an issue where the Hierarchy selection highlight would disappear and global selection would not update when right-clicking on an empty space in the Hierarchy window.
Fixed an issue where the Sprite asset Inspector window was misaligned.
Fixed an issue where toggling a column control on an unselected Hierarchy row also applied the change to all selected GameObjects.
Fixed dual initialization of script compilation pipeline logic. (UUM-146548) First seen in 6000.7.0a1.
Fixed EditorWindows being opened by AssetImporter process and getting orphaned in the Taskbar.
Fixed imgui delayed field not being committed some times on focus out.
Fixed instability in test by forcing texture import each test run.
Fixed MSAA textures not rendering in the editor when OpenGLES is the active graphics API.
Fixed performance regression in IMGUI event creation.
Fixed the banner text being truncated in the WebGL build profile window at certain window sizes.
Fixed the Hierarchy expand/collapse toggles not working after the first click.
Fixed the Lighting Settings Direct, Indirect, and Environment Samples fields accepting typed values above the slider's maximum.
Fixed various issues with Sprite Assets used in ATG.
In the Project Auditor window, Ctrl/Cmd+A no longer selects the "Home" tab without refreshing the view.
EditorFix
Multiplayer: Play Mode Input Behavior setting sync from main to clone.
Project Auditor: Fixed issue where Project Auditor is missing build usage mesh read/write issues for ParticleSystemRenderer.
Project Auditor: Fixed sections not refreshing with their results until the full analysis is completed, instead of updating as soon as that section's own analysis finished. (UUM-144826).
Replace OpenJDK in-tree zips with Stevedore artifacts.
EditorFix
Show in Project (the row context menu and the inspector Select button) silently did nothing for renamed/deleted assets. Both entry points now disable the action when the asset can no longer be resolved, and surface a non-modal "Asset not found" notification if it is triggered otherwise.
The collapse repeat-count badge inherited the white selection-text color, making the count invisible on its light pill in the Light theme. The badge now sets its own theme text color.
The Overview Log column showed the entire multi-paragraph message as an auto-tooltip. The tooltip has been removed; the full message is shown in the detail pane when a row is selected.
This PR fixed a bug where reordering GameObjects showed the "+" (add) icon instead of the arrow icon by mappping DragVisualMode.Move to DragAndDropVisualMode.Link.
Updated nav agent to ignore and warning about a path being set from a navigation surface not matching the agent's Id.
Updated WinEditor's warning dialog text when running Unity with elevated privileges.
USS files that import a built-in theme are now reimported automatically when the referenced theme changes.
EditorFix
Fixed an ObjectDisposedException and leaked world nodes in the Entities Hierarchy when a world is disposed.
Fixed Entities Memory Profiler showing duplicate components when multiple worlds share the same archetype.
Fixed Ignoring invalid [UpdateAfterAttribute] warning on the ExplicitFilterSystem when disposing the Hierarchy World Handler.
Fixed the SubScene foldout icon disappearing in the Hierarchy window after undoing changes to the SubScene GameObject.
NullReferenceException in AsyncLoadSceneOperation.ScheduleSceneRead() when loading subscenes containing UnityObjectRef with invalid EntityIds.
Systems window "Show Full Player Loop" should be disabled by default.
Added a Screen Space Reflections (SSR) renderer feature to URP.
GIFix
Disabled surface cache GI in material previews and thumbnails.
GIFix
Fixed a warning that appeared when canceling an Adaptive Probe Volume (APV) bake.
Fixed an issue in the compute baker where contribution from the skybox was unexpectedly noisy when a few texels are very bright (like a sun). (UUM-146116) First seen in 6000.7.0a1.
Fixed buffer-capacity int overflow on Metal in UnifiedRayTracing.
Fixed options and ports TrySetValue with Enum.
Fixed missing additional lights in the Quad Views inner views when split culling is applied.
Fixed rendering issues on XR when dynamic resolution is enabled with an injected RenderObjects pass.
ScriptableRenderContext draws that use only SortingCriteria.OptimizeStateChanges no longer produce more SRP batches than SortingCriteria.RenderPriority for scenes that mix MeshRenderer and SkinnedMeshRenderer objects sharing a material. Previously the sort split these renderers into separate groups by renderer type, breaking SRP batches that the batcher would otherwise coalesce.
Fixed a water null exception when exiting the frame debugger.
Fixed crash on startup with the deep profiling support enabled.
Fixed typo checking VAR twice instead of MVAR.
Fixed a bug where pulling down the iOS Control Center could cause a Unity app to stop playing back audio.
Fixed performance regression by using placement new with a buffer instead of allocating memory using memory managed.
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.
Fixed libMonoPosixHelper.dylib not being found in macOS server builds.
Fixed the standalone player window title not using the localized application name.
"No cameras rendering" warning can not be dismissed in Multiplayer Play Mode virtual players. (UUM-145105) First seen in 6000.7.0a3.
Console error logged when deleting the active Play Mode Scenario.
Fixed scrolling so it now works correctly when the cursor hovers over the Complexity bar.
MultiplayerFix
Fixed the install button so it no longer displays "Installing package(s)..." after users cancel the install dialog.
MultiplayerFix
Unity Transport: Fix compilation errors in WebGL builds introduced in 6000.7.0a2. (UUM-146929) First seen in 6000.7.0a3.
Unity Transport: Network interfaces are now automatically disposed of before domain reloads. Without this protection, socket handles could be leaked which would cause errors when trying to re-bind to the same port later on. Note that this isn't a replacement for properly disposing of NetworkDriver objects; it's only a protection in cases where that's not done.
Fixed a spurious "JobTempAlloc has allocations that are more than the maximum lifespan of 4 frames old" warning that appeared when baking a ghost prefab set to Owner Predicted mode without a GhostOwner component.
Netcode for EntitiesFix
Added warning log messages when importing Untrusted or Limited Trust Asset Packages in Batch Mode or CLI.
Package ManagerFix
Fixed an issue where the import status did not display for imported samples in the Sample tab.
Fixed package install operations hanging when the project contains packages with entitlement errors.
Removed the recently introduced upmSign batch-mode command. It requires more thought and validation on the product side.
Fixed an issue where ConfigurableJoint setups would jitter once they reached their distance constraint maximum, due to their contact distance not being handled correctly.
Removing double-spaces from Collider2D help-box text.
Fixed an issue where directly loading profiling data on macOS did not filter to relevant file types (.data, .raw).
Fixed crash when recording profiler data with null metadata. (UUM-146329) First seen in 6000.7.0a2.
Fixed filename and line information for GC.Alloc callstacks in Unity Profiler. (UUM-146683) First seen in 6000.7.0a3.
Memory Profiler under-reports ALLOC_TEMP_JOB_ASYNC footprint, causing unused blocks to appear as Untracked.
Fixed an issue where an activated RectTool would start throwing errors if SceneView camera zoomed out far away from the selected object.
Fixed AccessViolationException serializing ISerializationCallbackReceiver structs that contain reference-type fields on CoreCLR. (UUM-145517) First seen in 6000.7.0a2.
Fixed an issue in Dictionary serialization so it preserves entries with null keys in the same way it already preserved duplicate-key entries. The null-key rows in the UI are now marked with a warning icon as well so they can be identified and fixed (set to a valid object reference).
Fixed crash where WeakReferences were being destroyed off of the main thread, which contended with Mon's GC assumptions about WeakReferences only being freed from the main thread. This fixes an eventual crash inside the Garbage Collector.
Fixed the shader keywords to work properly in cases where one pass declares keywords as multi_compile/shader_feature and another pass declares the same keywords as dynamic_branch.
Strip early subshaders if the RenderPipeline tag does not match any present renderpipeline assets for the build target.
BatchPackedCullingViewID::GetEntityID generates the EntityID using the ulong handle directly instead of an int mask.
Gate RenderGraph UV origin validation behind the enableValidityChecks flag to allow debug tools to bypass the check when intentionally creating conflicting UV origins.
SRP CoreFix
SRP Core: Fixed render area bug for FinalBlit pass when using dynamic resolution with renderScale 1.0.
Stablize flaky inspector header test.
Fixed a LegacyRuntime memory leak.
Added some performance regressions in reading/writing some VisualElement properties and manipulating its hierarchy.
UI ToolkitFix
Creating a new PanelRenderer will not correctly restore the PanelSettings field when undo/redo occurs.
Disabled backdrop-filter on world-space UI Toolkit panels.
Enabled Open in Context button in main stage.
Exposed the method VectorUtils.BuildVectorImage(SceneInfo, Rect).
Fixed an issue where "Accessing invalid property" errors occurred when entering Play mode after modifying a UXML asset.
Fixed an issue where exporting variables with a value of zero didn't preserve the unit. (UUM-146366) First seen in 6000.7.0a3.
Fixed an issue where the border-radius and border-width header fields in the inspector could not be selected or edited by typing.
Fixed an issue where RegisterUIReloadCallback did not trigger the callback when a GameObject was re-enabled.
Fixed dropped binding attributes when editing template in context.
Fixed ListView and TreeView not scrolling horizontally to reveal the target item, so deeply indented items (such as a nested element picked in the UI Toolkit Debugger) are no longer hidden off-screen.
Fixed ObjectDisposedException being thrown when adding or removing elements in a list in the Debug Inspector.
Fixed out-of-range USS opacity values being accepted without any warning.
Fixed selection handles remaining in the UI Viewport after exiting and re-entering staging.
Fixed the class completer to include theme stylesheet in the UI Builder and IA inspectors. (UUM-146208) First seen in 6000.7.0a1.
Fixed the UI Library not displaying UXML files.
Fixed transition-delay being ignored when opacity is listed before scale in transition-property.
Fixed UI Builder Inspector not formatting the display name of an attribute defined via UxmlObjectReference. (UUM-146402) First seen in 6000.7.0a2.
Fixed UI viewport code preview panes clipping incorrectly when resizing. (UUM-146195) First seen in 6000.7.0a2.
Fixed undo when variable is set causes "Trying to read value of type" exceptions. (UUM-146459) First seen in 6000.7.0a3.
Fixed unqualified Style and AttributeOverrides tags being flagged as not allowed when validating a UXML file against the generated schema.
Fixed UXML asset corruption and import errors when selecting a built-in resource as a binding Data Source.
Fixed VisualElements styled with -unity-material (and other asset-backed style properties such as background-image and -unity-font) rendering with the default shader (solid white) after the referenced asset's Addressables content was unloaded and reloaded.
Fixed warnings about invalid URIs being thrown when a UI Builder USS Variable of type Asset Reference is left empty.
Fixed warnings about invalid URIs being thrown when the UI Builder Material field is set to null.
Hid internal UIToolkit Authoring controls from UI Library.
Made the Create > UI Toolkit asset menu item names and default file names consistent.
VisualElement Inspector Open in Context button corrupts UI Viewport window.
Fixed an issue where the "Reflect Sky" setting in URP Screen Space Reflections would cause artifacts when the reflected point lies behind a piece of geometry.
Fixed shader resolve for XR is not enabled properly in on-tile postprocessing.
Fixed SSAO throwing errors in build when a renderer has SSAO added but disabled. (UUM-146104) First seen in 6000.7.0a2.
Fixed an issue where unchanged files were automatically added to the change list when fetching files in Perforce after asset importing.
Fixed video playback failing to seek to certain frames in WebM clips.
Fixed streaming of response body in UnityWebRequest when server does not set "Content-Length" header.
Fixed issue in WebGPU Device Filter editor control layout.
Texture2D.GetPixels and ComputeBuffer.GetData will now work with WebGPU for browsers that support WebAssembly JSPI. See https://caniuse.com/wf-wasm-jspi for browser support information.
Fixed a case where in In 3D Editor mode, textures did not generate Sprite subassets when imported as SpriteSprite Generation.
Fixed an issue where changing the SpriteAtlas option in EditorSettings results in render artifacts.
Fixed an issue where Tilemap.tilemapPositionsChanged and tilemapTileChanged callbacks didn't invoke when SetTiles changed only the transform or color of a tile.
Fixed an issue where TilemapRenderer inherited normal maps from other Tiles when a Tile did not have a normal map.
Fixed duplicate Sprite Editor window settings appearing in project settings.
Fixed exception when creating new Tile asset when doing a drag and drop on a Tile Palette that is open for edit.
Fixed metal shader errors for RenderingLayerMask pass. (D2D-8107)
2DFix
Fixed normals maps for flipped Tiles when using TilemapRenderer in Chunk mode.
Fixed Tilemap not updating in the Scene view when the Sprite property of an assigned Tile asset is changed in the Inspector.
Fixed Tilemap not updating in the Scene view when the Sprite property of an assigned Tile asset is changed in the Inspector.
Move filter field outside of scroll area in Tile Palette Active Targets dropdown.
Resize Tile Palette Active Targets dropdown when filter is active.
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 node queries logging a main-thread error to the console on Android when a screen reader is enabled.
AccessibilityFixAndroid
Fixed double state announcement for AccessibilityRole.Toggle nodes on Android.
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.
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.
NavMeshAgents created or teleported inside box NavMeshObstacles could not move out of the obstacles.
Fixed missing Tools 26.1.1 empty placeholder for windows-arm64.
Fixed split APKs by target architecture all receiving the same version code.
Negative values for ``Screen.brightness`` now restore the device's preferred screen brightness.
Animator.ResetControllerState(true) didn't reset non-float parameters.
Fixed a missing link to the Timeline documentation.
Fixed an issue where Animator transition copy paste would not paste interruption parameters.
Fixed function name changing on Animation Event inspector on multi selection when editing another field.
Fixed play button enabled state not updating when another Animation Window changes preview.
Fixed possible hash collision in AvatarAutoMapper.
Fixed issue with cache mechanism of compressed textures of the Accelerator not tracking texture dependency on BC7 compressor when fetching from cache. Textures were not being reimported. Improved hash calculation.
Fixed an Editor crash in WriteObjectToVector / CreateOrReloadInspectorCopy that could occur when entering Play Mode.
Fixed an import issue when creating a plugin folder (.androidlib, .bundle, .plugin, .framework, .xcframework) and adding new files in it.
Fixed an issue where small artifact data types could be incorrectly garbage collected, leading to leaks and even corruption.
Fixed asset previews staying white after a referenced texture is deleted and restored with the same GUID.
Fixed the AssetDatabase re-importing assets endlessly when an asset depended on a default asset produced after an import crash.
Optimised a number of hot paths for asset importing and content building.
Asset PipelineFix
Fixed a rare crash in Sound.getOpenState caused by a data race during asynchronous sound loading.
Fixed RootOutputInstance.IRealtime not properly running through Burst if requested, even though Burst would compile and show the associated code in the Inspector.
Building will now fail if scene callbacks throw an exception or crash, regardless of strict mode.
ContentLayout.json (produced by content directory builds) now includes an OutputLFID field on each LoadableObjectIds entry. Previously only the source object's identifier was recorded, so tools could not correlate a loadable with its exact object in the build output without also reading BuildManifest.json. The ContentLayout.json schema version is now 2.
Moved "Enable MSBuild Compilation" project setting into editor's pane.
Build PipelineFix
Fixed an issue with DotNetFrameworkDependentApp on CSharpTools by not using it because it wasn't needed.
Build SystemFix
Fixed disappearing foldout properties in Cinemachine Orbital Follow inspector.
Fixed Transform serialized values not being properly initialized when cloning GameObjects.
Added additional resources for info about using components.
DocumentationFix
Clarify serialization documentation for supported collection types and Dictionary<TKey, TValue>.
DocumentationFix
Fixed spacing issue in UI Toolkit documentation.
DocumentationFix
Hardware Dynamic Resolution on D3D12 no longer produces a bright-pixel corruption artifact on AMD GPUs caused by uninitialised placed-resource compression metadata after a resolution-scale switch.
HDRP Sample projects no longer spam D3D12 validation error (category 9, id 1422) on startup.
Placed-resource aliasing on D3D12 no longer emits repeated D3D12 validation errors (category 9, id 1422) during Hardware DRS operation.
Added analyzer rules UAC1019 and UAC1020 (both Error severity) to detect [SerializeReference] fields in serialized dictionary keys and values, which cause silent data loss or dictionary corruption. The analyzer reports an error on the dictionary field declaration at compile time.
GTK : Added Support for variable condition transition drag n drop.
EditorChange
GTK : Fixed an issue where the + button was not focusable.
EditorChange
Display meta chunk entities matching queries in System window and Search window.
EntitiesChange
HierarchyColor from the Subscene monobehavior is now an error-level obsolete member.
EntitiesChange
Added an infobox to Build Profiles window that informs you of the new Managed Code Variants feature. This infobox can be permanently dismissed by pressing the "Dismiss" button.
ScriptingChange
Move progressive asset loading data files to Build directory of player build output.
WebChange
GTK : Added Support for variable condition transition drag n drop.
EditorChange
GTK : Fixed an issue where the + button was not focusable.
EditorChange
Project Auditor: Added the ability to skip built-in analyzers for ones that have been migrated to the Project Auditor Rules package.
EditorChange
Added an option to hide Unity-Namespaced Systems in the System window.
EntitiesChange
Bumped the scene serialized CurrentFileFormatVersion version number because the alignment of Entity is changed to 8 bytes.
EntitiesChange
Display meta chunk entities matching queries in System window and Search window.
EntitiesChange
Fixed the incorrect icon for shared and chunk components in the System window.
EntitiesChange
HierarchyColor from the Subscene monobehavior is now an error-level obsolete member.
EntitiesChange
Added an infobox to Build Profiles window that informs you of the new Managed Code Variants feature. This infobox can be permanently dismissed by pressing the "Dismiss" button.
ScriptingChange
Moved the Particle Shader Graph sample from the HDRP package to the Shader Graph package.
ShadergraphChange
Move progressive asset loading data files to Build directory of player build output.
WebChange
Updated XR Core Utilities package to version 6.0.0 in order to match Unity version.
XRChange
XR Management package version updated to 6.0.0.
XRChange