Fixed the Accessibility Hierarchy Viewer displaying the previous Play session's accessibility hierarchy after exiting Play mode.
6000.7.0a4
Alpha · Released Aug 6, 2026 · Changeset 7305b6f6fd4f · 661 release notes
48build score
Upgrade risk+20Net cleanup+14Live debt+14
cohort: alpha (36)
Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks.
Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks.
Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks.
Fixed a warning incorrectly appearing in Preferences > External Tools when using a custom Android SDK Tools path.
AndroidFix
Fixed an issue that caused lag in the Unity preferences text fields when Android support is installed
Relaxed AGP 9's stricter R8 keep rule enforcement
Added ability to modify multiple tangents at once in a keyframe selection of the Curve Editor
AnimationFix
Added ellipsis to blend parameter name in blend tree node.
Adjusted test to prevent unstable behaviour.
Fixed flickering of area filter in the search bar.
Fixed hover feedback on curve label and curve dropdown in the Animation Window.
Fixed MecanimDataWasBuilt assertion when building blend tree with a legacy AnimationClip.
Reworked Animation Playable Output bind and unbind validation to prevent potential crashes.
Expect Worker# in native importers when importer runs OOP
Asset PipelineFix
Fix an allocation crash that could occur under heavy import loads
Fixed an issue where memory misalignment could cause in-memory atomics to fail
Recompute serialized singleton overlays for versioned assets if no files changed on disk
Asset PipelineFix
Fixed assertion about access version needing be odd when acquiring locks in an audio subsystem, happening after the editor was left running for many days
Burst compilation was skipped for jobs discovered via [JobProducerType] (such as IJobChunk) in Player builds using the High Managed Stripping Level, causing them to silently fall back to managed code. ()
Fixed C# scripts referencing moved Cinemachine APIs not being automatically upgraded from the Cinemachine namespace to Unity.Cinemachine when upgrading a project.
Fixed SerializeReference serialization warnings when adding a modifier to CinemachineFreeLookModifier.
Revert problematic string operation optimizations.
Corrected the ISerializationCallbackReceiver API reference to state that OnAfterDeserialize is called on the host object after (not before) it is called on the host object's managed references.
DocumentationFix
Fixed an issue where VRAM used by small textures wasn't released back to the GPU driver after the textures were destroyed when using the Direct3D12 graphics API on Windows. You can now tune the small-texture heap size with the d3d12-small-texture-tiles-per-heap boot config parameter to balance VRAM reclamation against heap-allocation overhead.
Fixed random crash in RenderSurfaceD3D12::Reset.
Added a Help button to the Build Analysis window.
Added a reconnect handler for fast Play mode and RenderGraph viewer.
Added directional-light Core tests
EditorFix
Added opt-in process teardown on engine quit for Android (UUM-145909) First seen in 6000.7.0a1.
Added some valid search terms/keywords for Indexing settings in "Preferences" window
Addressed vulkan-specific issue where certain UITK elements with overflow:hidden would not render.
Codesigned several previously unsigned executables shipped with the Windows editor that could sometimes be blocked by antivirus software.
Fix a bug where clicking "Revert" in the prompt that appears when a build profile loses focus after adding a scripting define value in the scripting defines settings list does NOT result in removing the newly added value.
Fixed a bug where Visual Element nodes with no name were not able to be renamed via double-click in the hierarchy.
Fixed a crash in ATG when using fallbacks whose Source Font File is missing.
Fixed a crash that occurred when using multiline ellipsis with ATG.
Fixed a domain reload loop that occurred when setting a multi-target platform profile that targets a derived platform as the active profile. (UUM-147422) First seen in 6000.7.0a4.
Fixed a Hierarchy GameObject losing expanded state when another window is maximized and restored.
Fixed a memory leak caused by an undisposed CancellationTokenSource object in AsyncInstantiateOperation.
Fixed an issue where calling the EditorUserBuildSettings.SwitchActiveBuildTarget API while a build profile was active created an inconsistent state. (UUM-147423) First seen in 6000.7.0a4.
Fixed an issue where editing a removed binding produced errors. The binding window now closes if it's editing a binding that is removed.
Fixed an issue where the 2D Tile Pallet window closed immediately after opening on the Linux Editor.
Fixed an issue where the Hierarchy window logged warnings to the Console window when entering Play mode while the window was open but not visible.
Fixed an issue where the Inspector window jittered up and down when hovering over a GameObject with a new Material in the Scene view.
Fixed crash caused by tabwidth in ATG.
Fixed errors being thrown and parts of the Build Profiles window failing to render when building an iOS Build Profile with additional player settings multiple times.
Fixed issue where a local package failing to resolve can crash the Editor on MS Windows.
Fixed potential crash when using Surface Cache GI in the Editor. (UUM-147981) First seen in 6000.7.0a4.
Fixed system memory amount discovery on Linux editor when run in a container environment.
Fixed the "Remove Component" menu missing from components with a missing script in the Inspector.
Fixed the Build Analysis window missing its tab header icon.
Fixed the Undo History window omitting the asset name when an imported asset's import settings are modified (the entry now reads "Modified <property> in <asset name>").
Fixed warning message with wrong range in 'resolutionPerPatch'
Fixes closing the Editor with unsaved changes in a UI Toolkit stage (VisualElementEditingStage) showed the "UI Stage - Unsaved Changes Detected" popup after the Save Scene dialog, and clicking *Cancel* did not stop the Editor from closing, so the unsaved changes were lost.
Global selection in project browser doesn't persist domain reload
Improved keyboard navigation in the Build Analysis window.
Project Auditor: Fixed an issue where an invalid window layout message would display.
Support for the SpeedTreeWindAsset created in the 2022 Editor
The Build Analysis window's Assets tab now shows the asset breakdown for scripts-only and incremental Player builds by attributing them to the source build whose content they reused (previously empty for these builds)
The headless Linux Editor cpu core count computation when run within a container that has CPU resource limits. Affinity mask and Cgroup settings will now be taken into account. Note that changing the affinity while the editor is running will not have any affect on its CPU usage as the value is cached at application startup.
Update Stats window to use M suffix for triangle and vertex counts 1 million or greater.
Fix clear ("x") button in Entities search bars remaining visible after deleting all query blocks via right-click.
Fix NullReferenceException in the HierarchyEntityHandler when leaving the VisualElementEditingStage from the new Hierarchy.
Fix stale entity subscene nodes in the new Hierarchy when using the AutoLoadScene property on subscenes
Fixed a memory leak in the EntityNameStorage by properly disposing NameStoreAccess.
Fixed a race condition in EntityId allocation pool initialization. This was likely to happen when loading a scene containing multiple SubScenes in the editor.
Fixed a NullReferenceException that occurred when pressing the "+" button in the Systems window search field with "Show All Worlds" enabled during Play Mode.
Fixed an assertion failure and duplicate SubScene registration that occurred on domain reload in scenes containing multiple SubScenes.
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.
Fixed an exception in the Hierarchy window when setting "Type of Worlds Shown" to include all world types.
Fixed an InvalidOperationException ("does not exist in the hierarchy") being logged repeatedly in the console after switching away from a scene with an open Sub Scene and switching back.
EntitiesFix
Fixed an issue where WeakReference fields showed "None" when assigned by GUID from code.
Fixed an outdated deprecation warning in the Entities Hierarchy window that incorrectly referenced a Preferences toggle that no longer exists.
Fix "Unknown filter" logs in Lighting Search saved queries
Fix cone spot shadows missing with camera-relative culling
Fix Lighting window "New" creating assets in immutable folders
Fix nullptr PPtr error changing reflection resolution with null skybox
Fixed a bug where "Refresh Virtual Offset Debug" throws an exception if the last bake didn't have Virtual Offset enabled.
Fixed a crash that occurred when extracting shadow casters with null material.
Fixed an issue with punctual light sample index clamp in Surface Cache path tracing.
Fixed invalid BaseRenderer to Renderer casts in Scene view drawing. (UUM-147628) First seen in 6000.7.0a3.
Fixed the Scenes in Baking Set list in the Lighting window so that a scene can be added again after undoing its addition, and so that removing a scene can be undone.
Refactored MaterialGlobalIlluminationFlags and emissive material settings to reflect how we expect the user to use the flags.
Added IEquatable<T>, GetHashCode, and equality operators to Resolution and RefreshRate, to avoid GC allocations when comparing them or using them as Dictionary keys.
Fixed a GPU hang on Metal that could occur when a compute shader requested a larger thread group than the graphics pipeline supports (for example, High Quality Line Rendering on some Intel GPUs).
Fixed a NullReferenceException thrown by DynamicLightController in the URP sample template Garden scene when the component's Awake() ran in the Editor before the runtime-only light manager list was initialized.
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.
Fixed GLSL link errors being logged during player builds when ComputeShader.IsSupported() was called on a compute kernel exceeding the current graphics device's buffer limits. (UUM-148035) First seen in 6000.7.0a4.
Fixed shader compilation failure while using UNITY_DISPLAY_ORIENTATION_PRETRANSFORM with Adreno devices
Fixed the help box under "Preferred Graphics Jobs Filters" in the D3D12 Device Filter Inspector being too small and cutting off its text.
Fixed URP mixing MSAA sample counts for overlay UI textures
GraphicsFix
Quality Settings - Show confirmation dialog when RP asset changes betwen quality levels when changing current quality.
ShadowCaster objects using the Renderer Shader User Value now render correct shadows when the value changes at runtime. Previously the shadow caster reused the rendering layer value from the last non-shadow draw unless the SRP Batcher path was active.
[Android] Fixed frame pacing settling on an incorrect frame rate on variable refresh rate (VRR) displays.
[Android] Fixed the frame rate not matching the requested rate when OnDemandRendering.renderFrameInterval was greater than 1.
[OpenGLES3] [Android] Fixex a performance regression in debug builds that was introduced in UUM-109464.
Fixed console errors, broken rendering, and a potential crash when entering Play Mode with Reload Domain disabled in the Enter Play Mode Options.
Water surface script interactions no longer assign a NaN position when the CPU height query samples an invalid displacement value. (UUM-147456) First seen in 6000.7.0a1.
Fixed an IL processing issue in generic code that caused a "No support for assigning to/from variable size types and concrete types" exception at build time.
Removed a 17 B main-thread GC allocation that occurred on every input update tick in Mono players. (UUM-147633) First seen in 6000.7.0a3.
Fixed shader warmup on older devices (AppleFamily3 and earlier).
Fixed an issue where D-Pad inputs mapped to the wrong directions when using a wireless Xbox 360 controller on newer Kernel versions.
Fixed Linux Player file extension stacking when building Linux Player from Mac Editor
Fix race condition during interface initialization on ARM64.
deleting an activated virtual player from the scenario configuration removed it from the config without stopping the running instance, leaving it orphaned.
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.
Disabling known failures on UGK CI
N/A \(internal\)Fix
A ghosted FixedList - that is cleared and later repopulated with the same data (e.g. during prediction rollback) - now replicates correctly.
Fixed a predicted ghost divergence caused by running at very high framerates with very low SimulationTickRate, which meant that the client to not even fully predict one tick ahead of the latest snapshot arrival, causing the snapshot to be applied on a partial tick, which in turn resulted in the prediction-history backup failing to write, so it would constantly be stale.
Fixed the refresh page to also refresh user entitlement licences
Package ManagerFix
Package Manager related errors are thrown for Play Mode Scenarios additional editors when activated
Passive trust pop-ups are not cutoff anymore.
Fix Camera Fade OFF + Soft Particles ON combination making particles disappear on some devices.
Fixed a crash with ArticulationBody component hierarchies due to the 64 link depth limit not being correctly enforced.
Fixed an issue with Rigidbody component serialization where prefab overrides (for drag/angular drag) saved in scenes on 2022LTS wouldn't be retained after upgrading.
Fixed compilation warnings and runtime errors in ModifyJointLimitsAuthoring.
Fixed a non-determinism issue when importing a prefab in-process versus out-of-process with parallel import.
PrefabsFix
Fixed the SRP Volume gizmo not showing in the SceneView.
Improving grids rendering and performance in the SceneView
Fixed a crash during domain reload on Mono when TypeCache is queried by code running from assembly-load lifecycle callbacks, such as a static constructor triggered by callback registration (UUM-147585) First seen in 6000.7.0a4.
Fixed ~2 KB size increase in empty WebGL Player builds and removed editor/coreclr only functions.
Addressed issue where particle shader sample would complain about missing cullMode property.
Fixed an issue where Template ordering would not work properly in the Shader Graph Template Window.
Fixed issue where errors would trigger when particle shader sample was imported.
Fix editor crash by making UniqueIDGenerator thread-safe
Fixed a shader error when copying MSAA textures on OpenGL ES 3.1 devices that lack per-sample shading support; these devices now fall back to a regular blit.
Fixed an issue where Camera.RenderToCubemap didn't capture Canvas geometry for the first face of a cubemap.
Async OneTimeSetup/OneTimeTearDown are now supported, fixing an issue where tests using it would hang or crash the editor.
Fixed an issue where using Assert.NotNull with GameEngine.Object would result in instabilities (UUM-146741) First seen in 6000.7.0a3.
Reenabled some URP PostPro test on ugk metal (UGK-2676)
TestsFix
Add OS color-font fallback tier for emoji (UUM-146078) First seen in 6000.7.0a2.
Added new SpaceWarp compatible shaders for TextMeshPro XR users
TextFixXR
Fix PostProcessTextVertices glyph enumeration out-of-range exception with rich text
Fixed an issue where the pixel height of a UGUI Image was not consistent when the parent Canvas Scaler Reference Resolution was changed and Pixel Perfect was enabled.
Add UIBuilder rendering support for backdrop-filter
Fix undo related error after undoing a Style Sheet selector drag operation
Fixed a list element's foldout header showing the next element's value instead of its own after editing a field inside the foldout.
Fixed a NullReferenceException thrown when right-clicking the affordance button on list items in the UI Toolkit attributes inspector.
Fixed an Editor crash that would occur when trying to undo a VisualTreeAsset or StyleSheet change past the last import.
Fixed an issue where a reference to a default Theme StyleSheet was not exported back to disk. (UUM-148155) First seen in 6000.7.0a4.
Fixed an issue where clicking a disabled Tab in a TabView still selected it.
Fixed an issue where Object Picker window breaks when it is interrupted by a domain reload.
Fixed an issue where some type converters would be ignored in the UI Builder binding window.
Fixed backdrop-filter rendering a skewed or misaligned backdrop when the element is nested under an element with the GroupTransform usage hint and the group's transform is rotated or scaled.
Fixed builtin filters preview images.
Fixed data bindings targeting the base class property when a derived UxmlElement declares a UxmlAttribute that reuses an inherited attribute's name and marks it with CreateProperty.
Fixed Data Source and Attributes fields becoming read-only in the UI Builder after unsetting them when the element was also selected in the Scene Hierarchy. (UUM-147348) First seen in 6000.7.0a3.
Fixed opacities not propagating in filtered elements.
Fixed PanelRenderer InvalidOperationException when the root is still parented if PanelSettings destroyed beforehand.
Fixed PanelRenderer not inserted in hierarchy when enabled after a disable in Awake().
Fixed prefab override markers not scrolling or clipping with UI Toolkit ListView items in the Inspector.
Fixed rendering issue when using large sprites with 9-slices and slice scale.
Fixed the Package Manager package list scrolling immediately when navigating with the arrow keys instead of only when the newly selected package is off-screen.
Fixed the UI Builder StyleSheets list not being scrollable after adding a new selector. (UUM-147562) First seen in 6000.7.0a3.
Fixed VisualTreeAsset preview texture from appearing black
Improved VisualElement.Add exception message when the element has no content container.
Tooltips in Inspector when in UIStaging don't relay leaf element tooltips
Added a check for the MostRecentFixedTime entity in the physics GraphicsIntegration code to remove the entity if its DynamicBuffer is zero. The CameraSmoothTrack system now has an dependency on MostRecentFixedTime
Fixed a Render Graph error when Tile-Only Mode was enabled on displays with a non-sRGB backbuffer, such as OpenGL ES in Linear color space. Tile-Only Mode now falls back to regular rendering on those displays.
Fixed a spelling mistake where the Screen Space Lens Flare "Chromatic Aberration" setting was labelled "Chromatic Abberation".
Fixed Gizmos rendering outside of the camera's viewport in the Game view when using URP.
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.
When using Tile-Only mode in the renderer, setting Render Scale in the asset's Quality settings would display a warning only for values <0.95 or >1.05, but this has been fixed to display for all non-default values when Render Scale is not compatible with Tile-Only mode.
Fix "Can't change name, category with the same name already exists" error when renaming a category to a name with a trailing space in the blackboard.
Fix blackboard "Attributes" subsections being expanded and collapsed when navigating with arrow keys.
Fix blackboard custom attribute delete doing nothing on an in-use attribute when re-triggered after cancelling the deletion confirmation prompt.
Fix opening graph when an empty VFX Graph window is open. (UUM-127290) First seen in 6000.7.0a2.
Fix VFX parameter onModified invocation list growing indefinitely. (UUM-129744) First seen in 6000.7.0a2.
Fixed a crash that occurred in VFXManager::SortBufferCommand on devices with low (16KB) thread group shared memory.
fix potential hangs while seek for certain media with weird(non standard) frame rates. (UUM-146181) First seen in 6000.7.0a2.
Fixed a ReferenceError in the WebGL loader hasJSPI check that occurred when WebAssembly is undefined. (UUM-147289) First seen in 6000.7.0a1.
Fixed Web platform build when output asset sizes are larger than 2 GB, and the build error message if output asset sizes are larger than 4 GB (unsupported).
Added CoreCLR architecture-dependent managed assembly support to Windows player build pipeline, including Visual Studio solution export.
WindowsFix
Fixed On Demand Rendering related issues when hiding and resizing embedded window
Fixed issue where occlusion mesh would be in the wrong orientation when rendering in XR multi-pass mode. (UUM-144891) First seen in 6000.7.0a3.
Fixed XR graphics becoming frozen when changing the MSAA level at runtime, while having depth textures submission enabled.
XRFix
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 Accessibility Hierarchy Viewer displaying the previous Play session's accessibility hierarchy after exiting Play mode.
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 a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks.
Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks.