Fix section headers for 2D/Grid Brush and 2D/Tile Palette preferences
6000.7.0b2
Beta · Released Sep 23, 2026 · Changeset d6546dc2b3a9 · 1,041 release notes
24build score
Upgrade risk+14Net cleanup+2Live debt+8
cohort: beta (77)
Fixed Tilemap tile data potentially being copied incorrectly when refreshing tiles. (UUM-151956) First seen in 6000.7.0b1.
Fix "Failed to find target with hash string android-37" when Target API Level 37 is selected.
Fixed the Compile SDK Version dropdown in Android Player Settings listing API levels that are lower than the minimum supported compile API level.
Fixed an issue where content could fail to commit to the data store after the Editor was force-quit during an import.
Archives built with LZ4 compression now store each compressed chunk at a 16 byte aligned offset and cut chunks on file and serialized object boundaries. Previously chunks were packed back to back at arbitrary offsets and mixed data from unrelated files and objects, so changing a single asset shifted every following chunk and produced a patch close to the size of the whole archive. This mainly matters on platforms with strict patch size limits The archive file format version is bumped to 9: older archives are still read, but archives written by this version cannot be read by earlier Unity versions. (UUM-152367) First seen in 6000.7.0b1.
Derived platform defines are now available in asmdef define constraints. (UUM-151203) First seen in 6000.7.0a6.
Fixed the Editor crashing when pressing Cmd+Q more than once while the "Scene(s) Have Been Modified" dialog is displayed. Fixed two "Scene(s) Have Been Modified" dialogs being displayed when quitting the Editor in Play Mode with unsaved changes. Fixed the Editor crashing on quit when a script subscribed to EditorApplication.quitting modified an Editor window. Fixed the Escape key not selecting Cancel in Editor dialogs.
Fixes WinEditor's LaunchScreen image corruption when dragging it between displays with different DPI scales
Multiplayer Center: editor analytics packageInstalled event (UUM-151830) First seen in 6000.7.0a6.
Fixed IDebugOnAdded callbacks receiving default values instead of the actual component value, and fixed ECB.Instantiate not firing OnAdded callbacks.
Fixed Surface Cache GI ignoring the Global Illumination LOD of static LOD Groups in closed subscenes, which made every LOD level contribute to global illumination. (UUM-150718) First seen in 6000.7.0a6.
Fix a bug where APV bake fails when scene contains a VFXRenderer.
Fixed a TypeInitializationException when opening the inspector for a URP renderer with Surface Cache. (UUM-151892) First seen in 6000.7.0a6.
Fixed the Unity Compute Light Baker information box in Graphics settings not hiding when the Default Light Baker setting was reverted with Reset or Undo.
Make Surface Cache check for inline ray tracing support to match its use of RayQuery (instead of checking for ray tracing shader support). (UUM-152549) First seen in 6000.7.0b2.
Fixed IMGUI text drawing a few pixels past the borders of enclosing scroll views and containers when the text overflowed its control.
Fixed devices that were disconnected or reconfigured while the application was out of focus staying in the device list. (UUM-151588) First seen in 6000.7.0b1.
Fixed the Editor hanging on the splash screen when a dialog opened while a scene was loading.
Multiplayer Play Mode additional Editor instance keeps running outdated script code when domain reload is disabled (UUM-151263) First seen in 6000.7.0a6.
Play Mode Scenario stays in the "Deploying" state when re-entering Play Mode with an additional Editor instance still running. (UUM-151263) First seen in 6000.7.0a6.
UnityWebRequest: Fixed a freeze when quitting a standalone player while an ongoing request was still resolving DNS against an unresponsive or slow DNS server.
Fix issue with the PhysicsCore2D Profiler where world references when attached to a player are wrong. Now the name of the world is stored in the frame-data so it isn't invalid when displayed on the Editor. (UUM-152394) First seen in 6000.7.0a6.
Add guard to avoid hitting a debug assert in dev player builds
Fixed issues with renaming Profiler captures in specific situations on high-DPI desktop setups.
Fixed a false OperationCanceledException thrown when awaiting Task.Delay() inside a background-thread Awaitable method.
Fixed a crash on project load when a [SerializeReference] field referenced a type that had been changed from a class to a struct.
Fixed an error and corrupted managed references when removing a remapped asset from an importer that uses [SerializeReference] fields. (UUM-152385) First seen in 6000.7.0b2.
SerializeReference fields being given the wrong reference, or none at all, when a serialized array or list of a class type contained a null element.
Fixed render passes not being merged on older iOS devices (Apple GPU family 3 and below) once a native pass was considered to be over the on-tile pixel storage limit, which serialized the whole frame into one native pass per render pass.
Fixed a crash when a script updates tree instances on a terrain whose tree prototypes cannot be instanced.
Fixed the Font Asset Migration window not listing font assets imported while the window was open. (UUM-152589) First seen in 6000.7.0b1.
Fixed the font atlas of a dynamic Font Asset being included in a player build when the UI Builder was open during the build. (UUM-149174) First seen in 6000.7.0a5.
Adding a Standard Element from the GameObject menu now adds it to the UXML Template GameObject set as Default Parent instead of creating a new one. (UUM-151620) First seen in 6000.7.0a6.
Fixed "Create Template..." in the UI Viewport not carrying the element's name over to the new template instance, which broke USS selectors and UQuery lookups targeting that name. (UUM-151671) First seen in 6000.7.0a6.
Fixed "Create Template..." in the UI Viewport silently overwriting a UXML file that the selected element instantiates, which destroyed the file's contents through a circular reference. (UUM-151655) First seen in 6000.7.0a6.
Fixed "Unpack Template" in the UI Viewport discarding attribute overrides that target elements inside nested template instances. (UUM-151606) First seen in 6000.7.0a6.
Fixed an element rendering flat instead of conforming to its curved ancestor when -unity-curvature was set to StyleKeyword.Initial from a script. (UUM-151547) First seen in 6000.7.0a6.
Fixed an error logged to the Console when selecting Two Pane Split View in the UI Library window with the Inspector tab enabled.
Fixed an error that was logged every time styles were resolved on an element with an unrecognized -unity-curvature value. (UUM-151507) First seen in 6000.7.0a6.
Fixed an invalid -unity-curvature declaration being applied as an explicit 0deg 0deg value that stopped the element's subtree from conforming to a curved ancestor, instead of falling back to none. (UUM-151552) First seen in 6000.7.0a6.
Fixed overflow property not exposed in resolved style. (UUM-151805) First seen in 6000.7.0b1.
Fixed the UI Toolkit ExposedReference drawer applying every change to the last field it drew, so that only one of several ExposedReference fields shown at the same time could be assigned.
Templates created from the Hierarchy with "Create Template" could not be opened in the UI Stage after being selected. (UUM-151369) First seen in 6000.7.0a6.
Fixed the 2D Renderer creating a depth and stencil buffer in players when Disable Depth and Stencil Buffers is enabled in Player Settings.
Fix section headers for 2D/Grid Brush and 2D/Tile Palette preferences
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 case of Tile Palette Brush Picks overlay turning itself off in the Scene View when the user clears the search field in the overlay (for example by pressing Backspace).
Fixed case where Sprite is not rendered in a SRP Batcher when Sprite Mask is removed after it was previously set.
Fixed duplicate Sprite Editor window settings appearing in project settings.
Fixed error message when entering fast playmode with Sprite Editor Window changes.
Fixed exception when creating new Tile asset when doing a drag and drop on a Tile Palette that is open for edit.
Fixed issue where Texture is not updated in TilemapRenderer when edits are made in the SpriteEditor.
Fixed Light2D memory leak when unloading scenes - the runtime-created light mesh is now properly destroyed when the component is destroyed.
Fixed metal shader errors for RenderingLayerMask pass. (D2D-8107)
2DFix
Fixed NaN bounds warning for Graphics.RenderSprite.
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.
Fixed TilemapRenderer flicker when editing Grid Selection scale/rotation.
Fixed TilemapRenderer rendering regressions for Individual mode and Hexagonal/Isometric Chunk mode.
Move filter field outside of scroll area in Tile Palette Active Targets dropdown.
Outline Detail in Multiple mode is not set when using Delaunay Subdivision.
Resize Tile Palette Active Targets dropdown when filter is active.
Sprite Frame edit capability is now saved and will only be loaded for importers that has the capability.
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.
Fixed AssistiveSupport.screenReaderStatusChanged not being supported by Narrator (the Windows built-in screen reader).
Gate Adaptive Performance settings during package operations.
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.
Fixed editor crash when baking a nav mesh that includes objects that result in an extremely large bounds.
NavMeshAgents created or teleported inside box NavMeshObstacles could not move out of the obstacles.
Updated nav agent to ignore and warning about a path being set from a navigation surface not matching the agent's Id.
Added Scripting documentation for PlayerSettings.Android.compileSdkVersion.
AndroidFix
Fix "Failed to find target with hash string android-37" when Target API Level 37 is selected.
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 crash when calling AnimatorController.CreateNewStateMachineBehaviour with a null MonoScript. It now throws an ArgumentNullException instead.
Fixed a warning incorrectly appearing in Preferences > External Tools when using a custom Android SDK Tools path.
AndroidFix
Fixed alignment issues in Android External Tools settings panel.
Fixed an approximately 7 MB native memory leak per Application.Unload cycle when using GameActivity.
AndroidFix
Fixed an issue that caused lag in the Unity preferences text fields when Android support is installed.
Fixed Android version labels to match Google's naming.
Fixed case of system bars appearance resetting to Light automatically on Android 11 when System Bars Behavior is set to Dark.
AndroidFix
Fixed case of system bars not hiding automatically on Android 11 when System Bars Behavior is set to "Show Transient Bars By Swipe".
Fixed problem with WebCamTexture not restoring on Android when "Run Without Focus" is set.
Fixed split APKs by target architecture all receiving the same version code.
Fixed the Compile SDK Version dropdown in Android Player Settings listing API levels that are lower than the minimum supported compile API level.
Improved the "Missing Required API Level" dialog.
Negative values for ``Screen.brightness`` now restore the device's preferred screen brightness.
Re-enabled Java heap leak check in AndroidPlayerUnloading integration tests.
AndroidFix
Reduced verbosity for Play Core AssetPackManager probe log message.
Relaxed AGP 9's stricter R8 keep rule enforcement.
Stop requiring targetSdk's platform SDK to be installed in CheckAndroidSDK.cs.
AndroidFix
SystemInfo.processorModel and SystemInfo.processorManufacturer now return unknown on Android API levels below 32 instead of a warning string, matching the behaviour on other platforms.
Added a default HelpURL link for the temporary InvalidStateMachineBehaviour script.
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.
Animator.ResetControllerState(true) didn't reset non-float parameters.
Fixed a crash in HumanTrait.GetParentBone and HumanTrait.RequiredBone when passing an out-of-range bone index. These methods now throw ArgumentOutOfRangeException instead.
Fixed a crash when calling AnimationPlayableOutput.SetSortingOrder on an invalid/default AnimationPlayableOutput. It now throws a NullReferenceException instead.
Fixed a crash where providing a default/invalid AnimationPlayableOutput to AnimationPlayableOutputExtensions.SetAnimationStreamSource, would cause a crash.
Fixed an issue where AnimationEvent-related tooltips in the Animation Window were not rendered correctly while in Bitmap text rendering mode.
Fixed an issue where Animator transition copy paste would not paste interruption parameters.
Fixed an issue where Animator window's Layers dropdown (in compact mode) would be extremely wide when layers have very long names.
Fixed flickering of area filter in the search bar.
Fixed function name changing on Animation Event inspector on multi selection when editing another field.
Fixed GUIStyle warnings when clicking on \"Add Properties\" in Animation Window.
Fixed hover feedback on curve label and curve dropdown in the Animation Window.
Fixed MecanimDataWasBuilt assertion when building blend tree with a legacy AnimationClip.
Fixed Null Reference Exception when selection Object drop destination from multiple choices in the dopesheet editor.
Fixed play button enabled state not updating when another Animation Window changes preview.
Fixed possible hash collision in AvatarAutoMapper.
Fixed search field overflowing vertically when EnableQueryBuilder is disabled.
Reworked Animation Playable Output bind and unbind validation to prevent potential crashes.
Updated the colors of the Animation window slider for light mode.
Fixed a player hang or crash with heap corruption on application quit when Engine Diagnostics ("Build Diagnostics Data") is enabled and an AssetBundle has been loaded.
Asset BundlesFix
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.
Expect Worker# in native importers when importer runs OOP.
Asset PipelineFix
Fix to set StandbyImportWorkerCount and DesiredImportWorkerCount to minimum 1. Affects command line argument, setting via script, setting via ProjectSettings.
Fix to skip MaterialValidation test with oop importing, as the Material isn't unloaded in the main process in that case.
Asset PipelineFix
Fixed an allocation crash that could occur under heavy import loads.
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 AssetImportContext.GetArtifactFilePath returned a path that could not be read with System.IO when the artifact was stored by the data store.
Fixed an issue where content could fail to commit to the data store after the Editor was force-quit during an import.
Fixed an issue where downloading from Accelerator could fail to close open file handles when finished.
Fixed an issue where macOS editors could hang when the Asset Database rescanned an absolute path.
Fixed an issue where memory misalignment could cause in-memory atomics to fail.
Fixed an issue where performance could degrade and eventually fail when the Accelerator was under heavy load.
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 hang at startup when directory monitoring doesn't receive expected notification about changed file(s).
Fixed ShaderImporter indeterminism issues and bump importer versions.
Asset PipelineFix
Fixed the AssetDatabase re-importing assets endlessly when an asset depended on a default asset produced after an import crash.
Include ShaderImporter, RayTracingShaderImporter and ComputeShaderImporter to run out of process when ProjectSettings->Parallel Importing is enabled.
Asset PipelineFix
Optimised a number of hot paths for asset importing and content building.
Asset PipelineFix
Recompute serialized singleton overlays for versioned assets if no files changed on disk.
Asset PipelineFix
Bug was already fixed. Added a test.
Fixed a rare crash in Sound.getOpenState caused by a data race during asynchronous sound loading.
Fixed an assertion (m_ModifiedClips.empty()) that was logged on exiting Play Mode after playing an AudioSource whose clip had loaded while Unity Audio was toggled off and back on during Play Mode.
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.
Fixed AudioSettings.driverCapabilities returning undefined value when using the Enhanced Audio Foundation.
Fixed case of audiomixer fader clicking in playmode.
Fixed crash when pausing AudioRandomContainer containing streaming clips on some platforms.
Fixed invalid LoadState in some audio clips after Audio Settings reset.
Fixed microphone recording continuing when the application loses focus with Run In Background disabled. Recording is now muted while the application is paused.
Fixed RootOutputInstance.IRealtime not properly running through Burst if requested, even though Burst would compile and show the associated code in the Inspector.
Prevents FMOD validation warnings when typing values in the System Sample Rate field, waits until full value is typed before validating.
Unexpected 'Audio: The Editor no longer logs an error when the audio output device fails to re-initialize while resuming after a period of silence. The output now stays suspended, a warning is logged, and the resume is retried the next time audio is used. Also fixed a potential crash on Editor shutdown when the output device could not be resumed.
Fixed crash when pack location is read-only.
Bug ReporterFix
Added support to reserve capacity of PersistentManager.Remapper in Memory Settings (Main Allocators > Other Allocators > Remapper Initial Capacity).
Building will now fail if scene callbacks throw an exception or crash, regardless of strict mode.
Command line Player builds no longer spend extra time on a build analytics step that could not complete. The step ran before the build data it reads was written, so it failed on every Player build and collected nothing.
Content Directory builds are properly stripping LODs and Editor-Only Objects from a scene before calling the scene build callbacks and batching the static meshes.
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.
Fixed an issue where VideoClips referenced by Content Directory builds failed to load at runtime on macOS.
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 case of the IL2CPP Analytics tool exiting with a JsonException after a successful build when the system clock moved backwards during the build.
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. ().
Ensure the bundle is resigned correctly when running under X64 process root.
Fixed a rare compilation crash caused by a data race in portable-PDB debug info handling during parallel compilation.
BurstFix
Fixed an issue where enabling or disabling UI Toolkit Live Reload on the *Burst Inspector* window logged a window serialization error.
Fixed that some of Burst's Windows assemblies were not Authenticode-signed. All Burst-authored binaries are now signed.
BurstFixWindows
Fixed the Burst Inspector disassembly search bar requiring a second Ctrl/CMD + F press to reopen after being closed.
Fixed command-line arguments for the cache server not being sent properly to the asset import worker.
Cache ServerFixServer
Added a prompt asking the user whether to save their scene before upgrading a project to Cinemachine 3.
Changed static reset in CinemachineCore to happen during SubsystemRegistration.
Fixed C# scripts referencing moved Cinemachine APIs not being automatically upgraded from the Cinemachine namespace to Unity.Cinemachine when upgrading a project.
Fixed disappearing foldout properties in Cinemachine Orbital Follow inspector.
Fixed invalid obsolete InvalidPathCache call in CinemachineConfiner.
Fixed SerializeReference serialization warnings when adding a modifier to CinemachineFreeLookModifier.
Fixed the "Reset argument" button in Preferences > External Tools so it updates the "External Script Editor Args" field immediately instead of only after a focus change.
Fixed case of DataStreamReader and DataStreamWriter intermittently corrupting packed data on 32-bit ARM (armeabi-v7a) players under IL2CPP. The bit-packing fast path read and wrote its 64-bit word by casting the buffer pointer and dereferencing it ((ulong)(buffer + byteIndex)) at an arbitrary byte offset; that is an unaligned 64-bit access, which is undefined behavior on ARMv7 and silently returned mangled bytes. The word is now transferred with a byte-wise copy (UnsafeUtility.MemCpy), which is alignment-safe on every architecture, and folds back to a single load/store on targets that allow unaligned access.
Fixed crash when calling GameObjectUtility.GetStaticEditorFlags, SetStaticEditorFlags, AreStaticEditorFlagsSet, GetNavMeshArea, SetNavMeshArea, GetNavMeshLayer, or SetNavMeshLayer with a null GameObject argument. These now throw ArgumentNullException instead.
Fixed Transform serialized values not being properly initialized when cloning GameObjects.
Revert problematic string operation optimizations.
Avoid creating D3D12 device twice.
Enabled URP_Lighting test suite.
DX12Fix
Fixed an editor CPU performance regression in passes using DrawNullGeometry (fullscreen blits, post-processing, VFX quads) caused by running shader reflection on every draw call.
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.
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.
Start tracking d3d12 resources using D3D12Object class on remaining D3D12 platforms similarly to how desktop does this.
Added a developer-mode project setting to toggle persistent constant buffers for global shader variables.
EditorFix
Added a Help button to the Build Analysis window.
Added a reconnect handler for fast Play mode and RenderGraph viewer.
Added a static function CleanupRenderPipelineIfActive to prevent activeRenderPipelineDisposed from firing while disposing non-active render pipelines.