Crash on memcpy when entering Play mode in a project with Multiplayer FPS template
Multiplayer FPS/Third Person TemplatesKnown issueBlockerUUM-151778
Fixed an Editor crash on exit when an [OnCodeUnloading] method accessed editor state such as SessionState. (UUM-156589) First seen in 6000.7.0b3. Fixed in 6000.7.0b10.
ScriptingKnown issueBlockerUUM-156589
Crash on GfxDeviceD3D12::NotifyCopyCompletion when enabling post processing at runtime with MSAA and DLSS enabled
UpscalersKnown issueBlockerUUM-160358
Crash on BitmapDataToImageReference when opening a project with a specific .mp4 video file
VideoKnown issueBlockerUUM-160889

Deprecated: Deprecated "PhysicsShape.ContactFilterGroupMode.Filtering" in favor of "PhysicsShape.ContactFilterGroupMode.Isolate".
Physics 2DBreaking
Deprecated: Removed deprecated TouchScreenKeyboard.Android.consumesOutsideTouches and closeKeyboardOnOutsideTap properties; Unity now always processes touches outside the on-screen keyboard.
AndroidBreaking
Added: Added a real-time counterpart to ControlContext.SendMessage for the Scriptable Audio Pipeline. This is a binary breaking change, but it's source compatible.
AudioBreaking
Added: Scriptable processors: added GeneratorInstance.CreationParameters and RootOutputInstance.CreationParameters; deprecated ProcessorInstance.CreationParameters and its implicit conversions (to be removed in a following version).
AudioBreaking
Deprecated: Deprecated various Audio APIs.
AudioBreaking
Deprecated: GameObjectUtility.AreStaticEditorFlagsSet use AnyStaticEditorFlagsSet for the previous behavior, or AllStaticEditorFlagsSet to require all flags. Existing code is automatically upgraded to AnyStaticEditorFlagsSet by the API Updater (no behavior change).
CoreBreaking
Deprecated: Deprecate Oculus XR package.
EditorBreakingXR
Obsoleted: The EntityCommandBuffer PlaybackPolicy enum has been made obsolete with errors. To apply the same set of commands more than once, record them into a new EntityCommandBuffer for each playback.
EditorBreaking
Removed: Project Auditor: Removed FirstCustomCategory from IssueCategory enum, and moved it to IssueCategoryExtensions as a static field.
EditorBreaking
Deprecated: Deprecated BlobAssetReference<T>.TryRead and BlobAssetReference<T>.Write. Use BlobAssetReferenceIO<T>.TryRead and BlobAssetReferenceIO<T>.Write instead.
EntitiesBreaking
Deprecated: Deprecated the Write Groups API.
EntitiesBreaking
Deprecated: Deprecated the HierarchySearchProvider class. The standalone Entities Hierarchy window has been replaced by the integrated Editor Hierarchy window.
EntitiesBreaking
Deprecated: Marked the following functions as deprecated as part of the managed component deprecation: EntityQuery.ToComponentArray<T>(), EntityQuery.GetSingleton<T>(), TryGetSingleton<T>(), GetSingletonRW<T>(), and SetSingleton<T>() for managed (class) component types, and EntityQuery.GetTransformAccessArray().
EntitiesBreaking
Removed: Baking managed components and managed shared components is no longer supported. Baker.AddComponentObject, Baker.AddSharedComponentManaged, and Baker.SetSharedComponentManaged are now compile errors. Convert your data to unmanaged IComponentData / ISharedComponentData (use UnityObjectRef<T> to reference UnityEngine.Object instances) and bake it with the unmanaged AddComponent / AddSharedComponent APIs.
EntitiesBreaking
Removed: The managed-component APIs deprecated in 6.6 are now compile errors.
EntitiesBreaking
Removed: The EntityCommandBuffer/ParallelWriter APIs for managed IComponentData and managed ISharedComponentData are now compile errors.
EntitiesBreaking
Deprecated: Deprecated both TerrainExtensions.UpdateGIMaterials overloads. Enlighten realtime Global Illumination will be removed in a future release.
GIBreaking
Deprecated: Deprecated CombineInstance.realtimeLightmapScaleOffset. Enlighten realtime Global Illumination will be removed in a future release.
GIBreaking
Deprecated: Deprecated DynamicGI.indirectScale, DynamicGI.isConverged, DynamicGI.materialUpdateTimeSlice, DynamicGI.synchronousMode, DynamicGI.updateThreshold, DynamicGI.SetEmissive, and DynamicGI.SetEnvironmentData. DynamicGI.UpdateEnvironment is not deprecated. Enlighten realtime Global Illumination will be removed in a future release.
GIBreaking
Deprecated: Deprecated LightingSettings.realtimeGI and LightingSettings.realtimeEnvironmentLighting. Enlighten realtime Global Illumination will be removed in a future release.
GIBreaking
Deprecated: Deprecated LightmapParameters.clusterResolution, LightmapParameters.irradianceBudget, LightmapParameters.irradianceQuality, LightmapParameters.isTransparent, LightmapParameters.modellingTolerance, LightmapParameters.stitchEdges, and LightmapParameters.systemTag. LightmapParameters.resolution is not deprecated, because it also sets the resolution the Progressive Lightmapper bakes terrain at. Enlighten realtime Global Illumination will be removed in a future release.
GIBreaking
Deprecated: Deprecated MeshRenderer.enlightenVertexStream. Enlighten realtime Global Illumination will be removed in a future release.
GIBreaking
Deprecated: Deprecated Renderer.realtimeLightmapIndex and Renderer.realtimeLightmapScaleOffset. Enlighten realtime Global Illumination will be removed in a future release.
GIBreaking
Deprecated: Deprecated RendererExtensions.UpdateGIMaterials. Enlighten realtime Global Illumination will be removed in a future release.
GIBreaking
Deprecated: Deprecated Terrain.realtimeLightmapIndex and Terrain.realtimeLightmapScaleOffset. Enlighten realtime Global Illumination will be removed in a future release.
GIBreaking
Deprecated: Deprecated UnityEditor.Lightmapping.realtimeGI. Enlighten realtime Global Illumination will be removed in a future release.
GIBreaking
Added: The GraphLogger has several new properties. Each provides a List of Nodes, Ports or Variables that have been added, removed or changed (removed items simply have their guid).
Graph ToolkitBreaking
Changed: Deprecated RayTracingAABBsInstanceConfig.dynamicGeometry and replaced with RayTracingAABBsInstanceConfig.rayTracingMode. AABB ray tracing instances are now compatible with RayTracingAccelerationStructure.UpdateInstanceGeometry method.
GraphicsBreaking
Deprecated: Deprecated the C# APIs associated with Baked Occlusion Culling. They continue to work but now produce compiler warnings and will be removed in a future release. Consider migrating to GPU Occlusion Culling where supported.
GraphicsBreaking
Deprecated: Deprecated the OcclusionArea and OcclusionPortal component APIs. They continue to work but will be removed in a future release. Consider migrating to GPU Occlusion Culling where supported.
GraphicsBreaking
Deprecated: Input.backButtonLeavesApp is deprecated and will be removed in a future release. Use Application.backButtonLeavesApp instead.
InputBreaking
Removed: Removed the GameCenter implementation.
iOSBreaking
Removed: The deprecated iPhoneInput class has been removed. Use Input instead.
iOSBreaking
Removed: The obsolete managed GhostPresentationGameObjectPrefab component is now a hard error ([Obsolete(..., true)]) and no longer functional. Use the unmanaged UnmanagedGhostPresentationGameObjectPrefab instead, which references the prefabs through UnityObjectRef<GameObject>.
Netcode for EntitiesBreaking
Added: Added the PhysicsCallbacks.IPreContactCallback and PhysicsCallbacks.IPreContinuousCallback interfaces for physics shapes, replacing PhysicsCallbacks.IPreSolveCallback which is now deprecated. IPreContactCallback reports a contact before it is solved and gives you the full contact manifold to modify or cancel. IPreContinuousCallback reports a fast moving shape that is about to be stopped short of another shape, and lets you decide whether to stop it. IPreSolveCallback previously reported both of these situations through a single callback. The per shape option that enables them is now called Pre Contact Callbacks.
Physics 2DBreaking
Added: Added pointA and pointB to the physics contact manifold point, which give the contact point on each shape in world space. The existing point property is now deprecated because the two new properties replace it.
Physics 2DBreaking
Deprecated: Deprecated "PhysicsShape.ContactFilterGroupMode.Filtering" in favor of "PhysicsShape.ContactFilterGroupMode.Isolate".
Physics 2DBreaking
Deprecated: Deprecated the "useScale" parameter of "PhysicsMath.GetRelativeMatrix2D", which had no effect; use the overload without it, or "PhysicsMath.GetRelativePose2D" to build a matrix with the scale you need.
Physics 2DBreakingUUM-157407
Deprecated: Deprecated the PhysicsCallbacks.IPreSolveCallback interface. It reported both an existing contact and a predicted stop for a fast moving shape through a single callback, so it is replaced by PhysicsCallbacks.IPreContactCallback and PhysicsCallbacks.IPreContinuousCallback, one for each situation. The deprecated interface keeps working and still reports both, and a shape only uses it where the matching new interface is not implemented, so you can move over one at a time.
Physics 2DBreaking
Deprecated: Deprecated PhysicsWorld.WorldProfile.applyBounciness; bounciness is no longer a separate solver stage so it always reads as zero.
Physics 2DBreaking
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
Obsoleted: Obsoleted Playable APIs Playable.SetDelay, Playable.GetDelay, as well as Playable.SetPlayState. The delay functionality can be implemented manually via ScriptPlayables, either by inserting a new playable in the chain which implements the delay, or by modifying the parent playable to handle the delay.
PlayablesBreaking
Deprecated: Deprecated PlayerSettings.gpuSkinning. Use PlayerSettings.meshDeformation instead.
ScriptingBreaking
Deprecated: HierarchyNodeTypeHandlerBase.SearchBegin(HierarchySearchQueryDescriptor), SearchMatch(in HierarchyNode) and SearchEnd() are obsolete. Use the overloads that take a HierarchyViewModel, since handlers are shared by every view model on a hierarchy.
ScriptingBreaking
Removed: Deprecated Hierarchy.GetAllNodeTypeHandlersBase has been removed.
ScriptingBreaking
Removed: Deprecated Hierarchy.GetAllNodeTypeHandlersBaseCount has been removed.
ScriptingBreaking
Removed: Deprecated Hierarchy.RegisterNodeTypeHandler has been removed.
ScriptingBreaking
Removed: Deprecated Hierarchy.SortChildren(HierarchyNode, bool) has been removed.
ScriptingBreaking
Removed: Deprecated Hierarchy.UnregisterNodeTypeHandler has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyCommandList.SortChildren(HierarchyNode, bool) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyFlattened.Hierarchy has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyFlattenedNodeChildren has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyNodeTypeHandlerBase constructor taking a Hierarchy parameter has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyNodeTypeHandlerBase.ChangesPending has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyNodeTypeHandlerBase.Dispose has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyNodeTypeHandlerBase.IntegrateChanges has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.ClearFlags(HierarchyNode, HierarchyNodeFlags, bool) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.DoesNotHaveAllFlags(HierarchyNode, HierarchyNodeFlags) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.DoesNotHaveAllFlags(HierarchyNodeFlags) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.DoesNotHaveAllFlagsCount has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.DoesNotHaveAnyFlags(HierarchyNode, HierarchyNodeFlags) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.DoesNotHaveAnyFlags(HierarchyNodeFlags) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.DoesNotHaveAnyFlagsCount has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.EnumerateNodesWithAllFlags has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.EnumerateNodesWithAnyFlags has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.EnumerateNodesWithoutAllFlags has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.EnumerateNodesWithoutAnyFlags has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.GetIndicesWithAllFlags(HierarchyNodeFlags) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.GetIndicesWithAllFlags(HierarchyNodeFlags, Span<int>) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.GetIndicesWithAnyFlags(HierarchyNodeFlags) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.GetIndicesWithAnyFlags(HierarchyNodeFlags, Span<int>) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.GetIndicesWithoutAllFlags(HierarchyNodeFlags) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.GetIndicesWithoutAllFlags(HierarchyNodeFlags, Span<int>) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.GetIndicesWithoutAnyFlags(HierarchyNodeFlags) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.GetIndicesWithoutAnyFlags(HierarchyNodeFlags, Span<int>) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.GetNodesWithAllFlags(HierarchyNodeFlags) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.GetNodesWithAllFlags(HierarchyNodeFlags, Span<HierarchyNode>) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.GetNodesWithAnyFlags(HierarchyNodeFlags) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.GetNodesWithAnyFlags(HierarchyNodeFlags, Span<HierarchyNode>) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.GetNodesWithoutAllFlags(HierarchyNodeFlags) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.GetNodesWithoutAllFlags(HierarchyNodeFlags, Span<HierarchyNode>) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.GetNodesWithoutAnyFlags(HierarchyNodeFlags) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.GetNodesWithoutAnyFlags(HierarchyNodeFlags, Span<HierarchyNode>) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.HasAllFlags(HierarchyNode, HierarchyNodeFlags) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.HasAllFlags(HierarchyNodeFlags) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.HasAllFlagsCount has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.HasAnyFlags(HierarchyNode, HierarchyNodeFlags) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.HasAnyFlags(HierarchyNodeFlags) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.HasAnyFlagsCount has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.Hierarchy has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.SetFlags(HierarchyNode, HierarchyNodeFlags, bool) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewModel.ToggleFlags(HierarchyNode, HierarchyNodeFlags, bool) has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyViewNodesEnumerable has been removed.
ScriptingBreaking
Removed: Deprecated HierarchyWindow.InitializingView has been removed.
ScriptingBreaking
Removed: Removed the deprecated HierarchyViewModel.HierarchyFlattned.
ScriptingBreaking
Obsoleted: Deprecating UnityEngine.Rendering.Pool and standarizing UnityEngine.Pool across SRP packages.
SRP CoreBreaking
Removed: Removed the TestRunProfiler API from UnityEditor.TestTools.TestRunner.Api, which was added in an earlier 6000.7 pre-release.
Test FrameworkBreaking
Deprecated: Marked the PositionAsUV1, TMP_TextElement_Legacy, FaceInfo_Legacy, TMP_Glyph, TMP_Sprite, KerningPair and KerningTable classes as deprecated (with a warning). Marked the GlyphValueRecord_Legacy struct as deprecated (with a warning). Marked the EventHandle enum as deprecated (with a warning). Marked TMP_SpriteAsset.spriteInfoList as deprecated (with a warning). Marked Scrollbar.ClickRepeat(PointerEventData eventData) deprecated (with a warning).
uGUIBreaking
Deprecated: Selectable.s_SelectableCount is now deprecated. Use Selectable.allSelectableCount instead.
uGUIBreakingUUM-150797
Obsoleted: Marked the TMP_FontUtilities class as obsolete (with an error). Marked the KerningPairKey struct as obsolete (with an error). Marked the EventSystem.SetUITookitEventSystemOverride method as obsolete (with an error). Marked the Graphic.m_CachedMesh, Graphic.m_CachedUvs and Graphic.useLegacyMeshGeneration members as obsolete (with an error).
uGUIBreaking
Removed: Removed BaseMeshEffect.ModifyMesh(Mesh mesh). Removed BaseRaycaster.priority property. Removed EventSystem.lastSelectedGameObject property. Removed Graphic.OnPopulateMesh(Mesh m). Removed Image.eventAlphaThreshold property. Removed InputField.onValueChange property. Removed InputField.ScreenToLocal(Vector2 screen). Removed IGraphicEnabledDisabled interface. Removed IMeshModifier.ModifyMesh(Mesh mesh). Removed Mask.OnSiblingGraphicEnabledDisabled(). Removed PointerEventData.worldPosition and PointerEventData.worldNormal properties. Removed RaycastResult.document property. Removed Selectable.allSelectables property. Removed ShaderUtilities.isInitialized and ShaderUtilities.GetShaderPropertyIDs(). Removed StandaloneInputModule.InputMode enum. Removed StandaloneInputModule.inputMode, StandaloneInputModule.allowActivationOnMobileDevice and StandaloneInputModule.forceModuleActive properties. Removed StandaloneInputModule.ForceAutoSelect(). Removed TextMeshPro.textContainer property. Removed TMP_FontAsset.fontInfo property. Removed TMP_Text.enableWordWrapping and TMP_Text.enableKerning properties. Removed TMP_Text.SetText(string sourceText, bool syncTextInputBox = true). Removed TouchInputModule class.
uGUIBreaking
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
Removed the NetCoreRuntime from the Editor install.
EditorBreaking
Removed the Diagnostics page from Project Settings > Services. Diagnostic Data Collection is now configured for each build profile in the Build Profiles window, and Project Settings > Services describes the diagnostic data that Unity collects.
Engine DiagnosticsBreaking
Deprecated the Baked Occlusion Culling authoring workflow in the Editor. New projects no longer expose its authoring UI, while existing projects retain the workflow and baked data and display a deprecation notice. Consider migrating to GPU Occlusion Culling where supported.
GraphicsBreaking
Removed un-unused UnityAot2 Hashes.
IL2CPPBreaking
Removed assertions from ToFileDescriptor.
Linked bug report
UUM-145761: Linux Editor intermittently aborts with a `ToFileDescriptor` assertion (`fd < sysconf(_SC_OPEN_MAX)`) during a `NamedPipeServerStream` async accept while compiling scripts in batchmode

On Linux/Docker CI build, the editor sometimes crashes when building and during test runs. The crash happens when ToFileDescriptor is called inside pal_utilities.h:160 with the message 'Assertion `fd < sysconf(_SC_OPEN_MAX) && "Requested file descriptor exceeds maximum number of files allowed to be open at a time."' failed.'` Logging open fds shows this is {}not{} exceeding the maximum. Steps …

Retrieved 2026-11-09
MonoBreakingUUM-145761
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.
MultiplayerBreakingUUM-146183
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
PerformanceTestRunInfo.json and PerformanceTestRunSettings.json are no longer generated during player builds that do not include test assemblies, as they are only read by performance tests running inside the player. Stale files left behind by an aborted test build are removed before such builds instead of being included in them.
Performance Test FrameworkBreaking
Removed the Back To Front and Front To Back Render Face options from URP Shader Graphs. Shader Graphs and materials saved with these options now render front faces only.
ShadergraphBreaking
Surface shaders are now marked as deprecated.
ShadersBreaking

Added: Added AnalysisResult.Skipped, which Project Auditor reports for a module that could not run in the current context. (UUM-159431) First seen in 6000.7.0b8.
EditorAPI changeUUM-159431
Added: Added "PhysicsShape.ContactFilterModeOverride", "PhysicsShape.ContactFilterGroupModeOverride", and the "contactFilterModeOverride" and "contactFilterGroupModeOverride" properties on "PhysicsWorld" and "PhysicsWorldDefinition", so each world can choose its own contact filter modes.
Physics 2DAPI change
Changed: Added Render Shader User Value (RSUV) support to intermediate renderers.
2DAPI change
Changed: Moved EntityIdTileUtility from the UnityEditor.Tilemaps.Experimental namespace to UnityEditor.Tilemaps.
2DAPI change
Added: Added EnergyUsage API to enable power monitor (CPU, GPU, TPU, display, memory) energy consumption reading.
Adaptive PerformanceAPI change
Added: Added CompileSdkSpec Gradle DSL classes.
AndroidAPI change
Added: Added support for SDK Platform 37.
AndroidAPI change
Added: Added support the new CPU/GPU utilization Adaptive Performance metrics via CPU/GPU headroom methods on Android.
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
Added: Added PlayerSettings.Android.compileSdkVersion to set the compile API level independently of the target API level, including sub-integer (major.minor) precision.
AndroidAPI change
Added: Added ``AndroidWindowInsets.GetBounds(Type)`` to get the screen-space rect where an overlapping inset covers the game view.
AndroidAPI change
Added: Added ``AndroidWindowInsets.SetAppearance / GetAppearance`` runtime API to control system bar icon appearance (Light/Dark) per inset type.
AndroidAPI change
Added: Added ``AndroidWindowInsets.SetOverlapping / GetOverlapping`` runtime API to control which insets overlap with the game view.
AndroidAPI change
Added: Added ``AndroidWindowInsets.SetSystemBarsBackground / GetSystemBarsBackground`` runtime API to control system bars background transparency.
AndroidAPI change
Added: Added ``AndroidWindowInsets.Show(Type type, Type overlapping)`` overload to atomically show insets and set overlapping in a single operation.
AndroidAPI change
Added: Added ``PlayerSettings.Android.GetInsetsAppearance / SetInsetsAppearance`` editor API to configure per-inset appearance at build time.
AndroidAPI change
Added: Added ``PlayerSettings.Android.requestedOverlappingInsets`` to configure which insets the game view can draw behind (edge-to-edge rendering) at build time.
AndroidAPI change
Added: Added ``PlayerSettings.Android.systemBarsBackground`` editor property to configure system bars background (Opaque/Transparent) at build time.
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: Moved AnimationPlayableOutputExtensions and AnimationStreamSource out of experimental. Projects will be upgraded automatically with the new namespace.
AnimationAPI change
Added: AssetImportContext.DependsOnArtifact overloads that take a UnityEngine.Object or a LazyLoadReference<T>, so a scripted importer can declare an artifact dependency directly from an object or lazy reference.
Asset ImportAPI change
Added: Added seeking support to scriptable processors and audio clips used as generators.
AudioAPI change
Added: Added a new AssetPostprocessor.OnProcessScene callback used when loading scenes in playmode or during a build as a deterministic replacement to IProcessSceneWithReport.OnProcessScene.
Build PipelineAPI change
Added: Added BuildAnalysisUtility.OpenWindow, which opens the Build Analysis window with a specific build selected.
Build PipelineAPI change
Added: Allow for extra scripting defines when using BuildPlayer with BuildPlayerWithProfileOptions.
Build PipelineAPI change
Added: GameObjectUtility.AllStaticEditorFlagsSet returns true only if all of the requested StaticEditorFlags are set.
CoreAPI change
Added: GameObjectUtility.AnyStaticEditorFlagsSet returns true if any of the requested StaticEditorFlags are set.
CoreAPI change
Changed: Added new abstractions for progressive asset loading.
CoreAPI change
Added: Added a new public API to ease discoverability of available Main Toolbar elements.
EditorAPI change
Added: Added a new RequiresInsights attribute. Packages and user code can use it to declare a dependency on the Insights module, which ensures the module is included in the build.
EditorAPI change
Added: Added APIs to insert custom entries in the Graph and Blackboard right-click menus.
EditorAPI change
Added: Added HierarchyViewColumnDescriptor.MinWidth to set the minimum width of a custom Hierarchy column.
EditorAPI changeUUM-155402
Added: Added more alloc-free APIs for TextElement.
EditorAPI change
Added: Added public text API to generate text using ATG.
EditorAPI change
Added: Added right click menu support for state machine.
EditorAPI change
Added: Added ShortcutArguments.sourceEvent to get the event that triggered a shortcut.
EditorAPI changeUUM-153126
Added: Added SourceTemplateAttribute.Target and the SourceTemplateTargetExpression enum to the built-in JetBrains.Annotations, so source templates can use Target = SourceTemplateTargetExpression.Outer.
EditorAPI changeUUM-84741
Added: Added Span/ReadOnlySpan for applicable editor APIs.
EditorAPI change
Added: Added the BuildProfilePlayerSettings component, so that you can create, get, and remove a build profile's own player settings with BuildProfile.CreateComponent, GetComponent, and RemoveComponent.
EditorAPI change
Added: Added the MainToolbarCustomElement API to the customizable toolbar to enable the creation of custom VisualElements.
EditorAPI change
Added: Added the UnityEditor.EditorDialogEvents API, which raises dialogWillShow and dialogDismissed events when a native or custom modal dialog appears in the Editor. External tooling can use these events to detect that the Editor's main thread is blocked by a dialog instead of appearing hung.
EditorAPI change
Added: Added CompassSensor, exposing magnetic heading, true heading, raw geomagnetic vector, and heading accuracy as the parity equivalent of UnityEngine.Input.compass.
EditorAPI change
Added: Added EditorUserBuildSettings.activeNamedBuildTarget and BuildSummary.namedBuildTarget.
EditorAPI change
Added: Expose BuildProfileGraphicsSettings as a public build profile component.
EditorAPI change
Added: Expose BuildProfileQualitySettings as a public build profile component.
EditorAPI change
Added: GTK : Custom state machine conditions can now customize their row in the transition inspector.
EditorAPI change
Added: GTK : New API added to have icons for Conditions, logic groups, transition rules and transitions, shown on their row in the transition inspector.
EditorAPI change
Added: Introduced support for Unity Registry packages adding references to on-disk assets to a build profile.
EditorAPI change
Added: Introduced support for Unity Registry packages adding references to on-disk assets to a build profile.
EditorAPI change
Added: Project Auditor: Added migration areas to support adding migration rules.
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: Project Auditor: Exposed various APIs to enable packages and user code to write rules.
EditorAPI change
Added: Project Auditor: exposed ShadersModule.OnAnalysisStarted.
EditorAPI change
Added: Implemented visibility, focus and resizability APIs for Windowing.
EmbeddedLinuxAPI change
Added: Implemented window focus, visibility, and destruction event system APIs in Windowing.
EmbeddedLinuxAPI change
Changed: EngineDiagnosticsSettings.enabled now reads and writes the Diagnostic Data Collection setting of the active build profile, or of the active platform profile if no build profile is active, and doesn't change other build profiles. To disable Diagnostic Data Collection for all users and CI, set it to Disabled in a build profile asset, commit the asset, and build with that profile by using -activeBuildProfile or BuildPipeline.BuildPlayer with BuildPlayerWithProfileOptions.
Engine DiagnosticsAPI 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
Added: ChunkEntityEnumerator.IsSparse and .NextEntityIndexBatch were added to support cases where code needs to branch on sparse chunks, and would prefer batched APIs for performance reasons.
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 an API for creating, loading and unloading procedurally generated LightProbes objects.
GIAPI change
Added: Added LODGroup.globalIlluminationLOD, Renderer.lodGroupMask and the Unity.Rendering.GlobalIlluminationLOD component.
GIAPI change
Added: Let render pipelines opt out of the baked divide-by-PI convention.
GIAPI change
Added: Added a new API to access the root VisualElement of Nodes.
Graph ToolkitAPI change
Added: Added a new API to access the root VisualElement of States.
Graph ToolkitAPI 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 an API to edit Group Conditions.
Graph ToolkitAPI change
Added: Added an overload to Graph.UndoBeginRecordGraph taking a param array of Node objects. Passing nodes here will track changes to serialized fields on user defined nodes, ensuring they are tracked by the undo system and that the graph is dirtied when these fields are modified.
Graph ToolkitAPI change
Added: Added public API for customizing state accent visuals in editor and runtime.
Graph ToolkitAPI change
Added: Added public API for customizing state transition visuals in editor and runtime.
Graph ToolkitAPI change
Added: Added state options. Implemented by overriding State.OnDefineOptions on a State, and accessed through IStateOption. State options appear in the Inspector when the state is selected.
Graph ToolkitAPI change
Added: Added StateMachine.OnStateMachineChanged() public API.
Graph ToolkitAPI change
Added: Added the following properties on Graph: SupportedTypes, AvailableVariableTypes and AvailableConstantTypes. Added the following methods on Graph: BuildAvailableVariableTypes and BuildAvailableConstantTypes. Graph devs can now customize which variable types their end users have access to in the blackboard and constant types in the graph item library. Types added using BuildAvailableConstantTypes and BuildAvailableConstantTypes are implicitly added to SupportedTypes.
Graph ToolkitAPI change
Added: Added the DataTypeStyleMapper.Register(System.Type dataType, UnityEngine.Color color) overload to allow changing the color of a data type while showing a default icon.
Graph ToolkitAPI change
Added: Added IInputPortBuilder.WithDataTypes and IOutputPortBuilder.WithDataTypes APIs to define a port as Polymorphic (a port that accepts multiple data types).
Graph ToolkitAPI change
Added: Added IPort.TrySetDataType API to programmatically change the data type of a polymorphic port.
Graph ToolkitAPI change
Added: Added Node.OnPortDataTypeChanged callback that is triggered when a user changes the data type of a polymorphic port.
Graph ToolkitAPI change
Added: Extend ITransition to add abilities to manage ITransitionRules.
Graph ToolkitAPI change
Added: Extend the StateMachine class to add the ability to manage transitions between states.
Graph ToolkitAPI change
Added: The Graph Toolkit state machine authoring API is now public, letting you define custom state-machine graph assets (with custom states, transitions, conditions, and variables) from editor scripts.
Graph ToolkitAPI change
Added: Added Default Mesh Buffer Target to project graphics settings.
GraphicsAPI change
Added: Added Graphics.disableDepthAndStencilBuffers, a read-only property that returns whether Disable Depth and Stencil Buffers is enabled in Player Settings.
GraphicsAPI change
Added: Enable Upscaling Framework by default.
HDRPAPI change
Added: Added a new DeviceOrientationSensor device that provides feature parity with UnityEngine.Input.deviceOrientation.
Input SystemAPI change
Added: Added internal plumbing for the Input System package to be able to extract Device Orientation similar to Input Manager.
Input SystemAPI change
Added: Added iPhone 18 Pro, iPhone 18 Pro Max and iPhone Duo device generation enums and screen cutouts.
iOSAPI change
Added: Introducing user module version for UnityAPI module for Swift project type.
iOSAPI change
Added: Added MemoryLabel.Create.
KernelAPI change
Added: The former com.unity.collections has been moved into an engine module, namely ManagedKernelModule. It is now available irrespective of whether the package is used, and the package is reduced to a set of typeforwarders. As part of this move, the scripting define UNITY_DOTS_DEBUG no longer controls extra checks in players in Native and Unsafe collections (although it still does control many extra checks in Entities); now you need to use the Checked (or Debug) managed code variant to include those checks in player builds.
KernelAPI changecom.unity.collections
Added: Added support for replicating non-uniform (3D) scale via the Unity.Transforms.PostTransformMatrix component, using the new built-in PostTransformMatrix3DScaleVariant. Rather than sending the full float4x4 matrix, only the per-axis scale is extracted and replicated (as three quantized floats by default). Existing ghost prefabs will have the DontSerializeVariant set by default for PostTransformMatrix to not break existing behavior. Use the new SubType = GhostFieldSubType.PostTransformMatrixScale to create your own Variants.
Netcode for EntitiesAPI change
Added: Added PhysicsSceneLoadScope which can be used to control which physics scene is used when loading a unity scene asset. This effectively allows grouping multiple unity scenes under a specific physics scene.
PhysicsAPI change
Added: Added "ChainSegment.UpdateSegments()" to update the segments. This compliments the existing "ChainSegment.CreateSegments()".
Physics 2DAPI change
Added: Added "Get()" extension method to all Physics "object" types to allow users to work around not being able to use a setter property on a returned object without first assigned to a local variable. Added to PhysicWorld, PhysicsBody, PhysicsShape, PhysicsChain, PhysicsJoint and all concrete PhysicsJoints.
Physics 2DAPI change
Added: Added "PhysicsQuery.CircleAndCapsule", "PhysicsQuery.CircleAndSegment", "PhysicsQuery.CircleAndPolygon", "PhysicsQuery.CapsuleAndSegment", "PhysicsQuery.CapsuleAndPolygon" and "PhysicsQuery.PolygonAndSegment" so every pair of geometries can be queried in either order.
Physics 2DAPI changeUUM-157419
Added: Added "PhysicsShape.ContactFilterModeOverride", "PhysicsShape.ContactFilterGroupModeOverride", and the "contactFilterModeOverride" and "contactFilterGroupModeOverride" properties on "PhysicsWorld" and "PhysicsWorldDefinition", so each world can choose its own contact filter modes.
Physics 2DAPI change
Added: Added "PhysicsShape.SetBatchDefinition" to set the same definition on a batch of shapes.
Physics 2DAPI change
Added: Added "PhysicsShape.SetCallbackTarget", "PhysicsBody.SetCallbackTarget" and "PhysicsJoint.SetCallbackTarget" to set the same callback target on a batch of objects.
Physics 2DAPI change
Added: Added "PhysicsShape.SetPhysicsGroup" to set the same physics group on a batch of shapes.
Physics 2DAPI change
Added: Added "PhysicsUserData.vector3IntValue" property of type Vector3Int. This will allow per-shape tilemap position references.
Physics 2DAPI change
Added: Added "PhysicsWorld.callbackTargetCount" to get the number of distinct callback targets in a world.
Physics 2DAPI change
Added: Added a "massOverride" property to PhysicsBody and PhysicsBodyDefinition that selects which of the mass, rotational inertia and center of mass use authored values instead of being calculated from the attached shapes.
Physics 2DAPI change
Added: Added a "PhysicsEvents.WorldTransformPlaneChange" event which is called when a PhysicsWorld transform plane is changed.
Physics 2DAPI change
Added: Added a batch overload of "SetOwnerUserData()" to PhysicsShape, PhysicsBody, and PhysicsJoint.
Physics 2DAPI change
Added: Added a selectedDrawing property to PhysicsBody, PhysicsShape and PhysicsJoint, batch SetSelectedDrawing methods, and PhysicsWorld.ClearDrawSelected, so individual objects can be drawn persistently when the world is drawn.
Physics 2DAPI change
Added: Added a static PhysicsWorld.DrawShapes method that draws a span of shapes into their worlds.
Physics 2DAPI change
Added: Added an autoAxis option to the slider and wheel joint definitions that derives the joint axis from the joint anchors when the joint is created.
Physics 2DAPI change
Added: Added an extension method to "NativeArray<T>" of "Filter()", providing a lazy, allocation-free, Burst-compatible filtered view over physics result arrays (object creation, queries, events, and other operations). We've added a "IPhysicsResultFilter<T>" and "PhysicsResultEnumerable<T, TFilter>" to allow custom filter methods to be used.
Physics 2DAPI change
Added: Added an owner key overload to PhysicsShape "DestroyBatch()", PhysicsBody "DestroyBatch()", and PhysicsJoint "DestroyBatch()", plus their PhysicsWorld "DestroyShapeBatch()"/"DestroyBodyBatch()"/"DestroyJointBatch()" equivalents.
Physics 2DAPI change
Added: Added an owner overload to PhysicsShape "CreateShapeBatch()" and PhysicsBody "CreateBatch()", plus the PhysicsWorld "CreateBodyBatch()" equivalent.
Physics 2DAPI change
Added: Added batch setters for user data, owner user data, contact filter and surface material on PhysicsShape, PhysicsBody and PhysicsJoint.
Physics 2DAPI change
Added: Added autoAnchorA and autoAnchorB properties to PhysicsJoint and PhysicsJointDefinition.
Physics 2DAPI change
Added: Added autoDistance property to PhysicsDistanceJoint and PhysicsDistanceJointDefinition.
Physics 2DAPI change
Added: Added PhysicsWorld.drawAtTransform and PhysicsWorldDefinition.drawAtTransform to draw bodies, shapes, and joints at their assigned Transform's pose instead of their simulated physics pose.
Physics 2DAPI change
Added: Added PhysicsWorld.ExplosionDefinition.useTriggers to control whether an explosion applies an impulse to trigger shapes.
Physics 2DAPI change
Added: Added PhysicsWorld.minEdgeLength, PhysicsWorld.minPolygonEdgeLength, and PhysicsWorld.minPolygonCollinearDistance to expose geometry validity thresholds, and an areEdgesValid property to SegmentGeometry, CapsuleGeometry, ChainSegmentGeometry, and PolygonGeometry to check a geometry's edges against them.
Physics 2DAPI change
Added: Added PhysicsWorld.stateHash, which returns a hash of the current state of the world. Use it to compare the state of two worlds, for example when checking that a simulation is deterministic. The value is recalculated over the whole world each time you read it, so avoid reading it every frame.
Physics 2DAPI change
Added: Added PhysicsWorld SetName() and GetName() methods to allow assigning of a 64 character name to help with world identity during debugging.
Physics 2DAPI change
Added: Added: "PhysicsMath.TryGetRelativeMatrix2D()" and "PhysicsMath.TryGetPlaneMatrix2D()", which compute a 2D relative transform without ever returning a NaN result for a degenerate or flattened scale. These are often required when authoring components and help calculate relative transformation between two in a Transform hierarchy.
Physics 2DAPI change
Added: Added: PhysicsBody, PhysicsShape and PhysicsJoint now each have a "drawTarget" property, selecting which Unity editor views (Scene view, Game view or both) the object is drawn into when the world is drawn.
Physics 2DAPI change
Changed: Changed "PhysicsWorld.bounceIterations" and "PhysicsWorldDefinition.bounceIterations" to have a minimum of one, given by the new "PhysicsConstants.MinBounceIterations".
Physics 2DAPI change
Changed: The batch and span setters on "PhysicsBody", "PhysicsShape" and "PhysicsJoint", along with "PhysicsWorld.Simulate", "PhysicsWorld.DrawShapes", "PhysicsSpace.SetBatchProxyAABB" and "PhysicsSpace.SetBatchProxyCategories", now return the number of items ignored because they were invalid and log a single warning when any are ignored.
Physics 2DAPI change
Changed: Added an optional Display Name property to ProfilerCounterDescriptor for improved readability.
ProfilerAPI change
Added: Implemented visibility, focus and resizability APIs for Windowing.
QNXAPI change
Added: Implemented window focus, visibility, and destruction event system APIs in Windowing.
QNXAPI change
Added: Added CoreCLR ScriptingImplementation enum value exposing CoreCLR player support.
ScriptingAPI change
Added: Added the IVariantSelector interface, which you can implement to define custom variants for the localization system.
ScriptingAPI change
Added: New public API, Detach(node) and DetachChildren(node) on Hierarchy and HierarchyCommandList. A detached node keeps its data map entry but is unreachable from Root.
ScriptingAPI change
Added: New public API, IHierarchyNodeTypeHandlerViewModelState, and GetOrCreateHandlerState<T>, TryGetHandlerState<T> and DestroyHandlerState on HierarchyViewModel, for node type handler state that belongs to a single view model. HierarchyNodeTypeHandlerBase.SearchBegin, SearchMatch and SearchEnd gained overloads taking the HierarchyViewModel running the search.
ScriptingAPI change
Added: [Scripting] IL2CPP code coverage support.
ScriptingAPI change
Added: Added SetBufferData to Raster/Unsafe command buffers and allow SetComputeBufferData for all APIs.
SRP CoreAPI change
Added: Enable Upscaling Framework by default.
SRP CoreAPI change
Added: Added TestRunProfiler custom spans API.
Test FrameworkAPI change
Added: Added read-only glyph metrics API to FontAsset.
TextAPI changeUUM-150976
Added: Added LayoutRebuilder.IsLayoutRebuildPending and LayoutGroup.IsLayoutPending() to check whether a UI element still has a pending layout rebuild.
uGUIAPI change
Changed: Selectable.s_Selectables changed from a Selectable array to List<Selectable>.
uGUIAPI changeUUM-150797
Added: Added api for measuring Min-content text.
UI ToolkitAPI change
Added: Added APIs FindPanelRenderer and FindUIDocument.
UI ToolkitAPI change
Added: Added ScrollView.touchScrollDirection to make the content move opposite to the pointer when dragged with touch or a tracked device.
Linked bug report
UUM-139596: UITK WorldSpace ScrollView behaviour on Mobile

R.e. ScrollView behaviour in Worldspace UI on Mobile devices: On touch devices, the scrolling should work as follow: * When we touch the scroll bar and move it up and down, it should follow your finger. And the grid should move in the opposite direction. That works as expected in the video But when you touch the grid and drag it around, the grid should follow your finger, and the scroll bar sh…

Retrieved 2026-11-09
UI ToolkitAPI changeUUM-139596
Added: Added support to capture a VisualElement to a RenderTexture.
UI ToolkitAPI change
Added: Added the BoxShadow and StyleBoxShadow types, and the IStyle.boxShadow and IResolvedStyle.boxShadow properties.
UI ToolkitAPI change
Added: Added the PlayerLoop.PreUpdate.UIElementsPreparePanelRenderers player loop system, which attaches PanelRenderer content to its panel before Update.
UI ToolkitAPI change
Added: Added the public UnityEngine.EventCommandNames class, which provides the command name constants that the Editor sends with its command events, such as Copy, Paste, and FrameSelected.
UI ToolkitAPI change
Added: Added z-index USS property support for controlling the stacking order of overlapping elements within a stacking context. Enable via Project Settings > UI Toolkit > Experimental Renderer Features > Enable Z-Index.
UI ToolkitAPI change
Added: Added IFormattingExtensionsToggle to Smart Strings, which lets a source skip formatter extensions for the placeholder it resolved.
UI ToolkitAPI change
Added: Added ParserSettings.SelectorCharFilter and SelectorFilterType to Smart Strings. Set the filter to VisualUnicodeChars to use characters from any script in a selector.
UI ToolkitAPI change
Added: Added PluralRules.RestoreDefault to Smart Strings, which restores the built-in pluralization rules.
UI ToolkitAPI change
Added: Added UxmlSerializedDataPropertyDrawer, UxmlAttributeField, and UxmlAttributeFieldDecorator to support custom property drawers for UI Toolkit elements in the Inspector.
UI ToolkitAPI change
Added: Experimental VisualElement Components.
UI ToolkitAPI change
Added: Added 4 overloads for DrawProceduralIndirect that add a count parameter and an optional indirect count buffer for Multi Draw Indirect.
URPAPI change
Added: Enable Upscaling Framework by default.
URPAPI change
Changed: Added CLI args to Integration and Runtime test runners to select target browser and platform.
UTRAPI change
Added: Added new "Maximum Size Reduction" and "Maximum Size Reduction with LTO" Code Optimization settings. When enabled this will further optimize compiled IL2CPP code as well as apply extra link time optimizations (these are distinct from LTO). Testing across multiple projects and devices showed that compared to the default "Shorter Build Time" setting, "Maximum Size Reduction" reduces code size by an average of 28.50% at the cost of 5.25% frame time performance regression.
WebAPI change
Added: Added performance.measureUserAgentSpecificMemory to web diagnostics overlay to calculate used JS memory.
WebAPI change
Added: Added GameWindow API support for Windows.
WindowsAPI change

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

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

Retrieved 2026-11-10
AndroidKnown issueCautionUUM-159613
Fixed batch-mode builds on Windows that waited forever when the Compile API Level platform was not installed. (UUM-158297) First seen in 6000.7.0b5. Fixed in 6000.7.0b10.
AndroidKnown issueCautionWindowsUUM-158297
Burst native link fails with an "undefined symbol: strlen" error when building a Linux ARM64 dedicated server Player with IL2CPP
Burst (Trunk)Known issueCautionLinuxServerUUM-161029
Added validation to CopyTexture fix GPU crashes that happened mismatched fallback formats while baking lightmaps for entities graphics on Windows targeting Android. (UUM-150236) Fixed in 6000.7.0b10.
DX12Known issueCautionAndroidWindowsUUM-150236
[macOS] Player libraries are code signed with bespoke entitlements
Linked bug report
UUM-156884: Player libraries are code signed with bespoke entitlements

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

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

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

Retrieved 2026-11-11
Multiplayer FPS/Third Person TemplatesKnown issueCautionUUM-156317
First Person Multiplayer Template does not compile and prompts entering Safe mode on launch due to obsolete code being used
Multiplayer FPS/Third Person TemplatesKnown issueCautionUUM-156433
Multiplayer FPS Template has a continuous error loop when first opened on Linux
Multiplayer FPS/Third Person TemplatesKnown issueCautionLinuxUUM-148119
[WinEditor] Play Mode framerate drops significantly when moving the mouse cursor with high polling rate
Linked bug report
UUM-142550: Play Mode framerate drops significantly when moving the mouse cursor with high polling rate

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

Retrieved 2026-11-09
Native Editor Application LifecycleKnown issueCautionUUM-142550
Unity Transport: Fix a stack corruption vulnerability in the WebSocket code. (UUM-160664) Fixed in 6000.7.0b10.
NetworkingKnown issueCautionUUM-160664
RenderPass related Android errors are logged in Logcat and Console when physically rotating the device
Linked bug report
UUM-157974: RenderPass related Android errors are logged in Logcat and Console when physically rotating the device

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

Retrieved 2026-11-10
SRP FoundationKnown issueCautionAndroidUUM-157974
Fixed an issue where the Render Pipeline Converter reported prefabs as converted, but lost their changes when it also converted objects in scenes that were not open. (UUM-160400) Fixed in 6000.7.0b10.
URPKnown issueCautionUUM-160400
Fixed Medium quality soft shadows costing as much GPU time as High quality on Apple GPUs. (UUM-158437) First seen in 6000.7.0b7. Fixed in 6000.7.0b10.
URPKnown issueCautionUUM-158437

Added the DISABLE_UGUI_UITK_SUPPORT scripting define symbol, which excludes the uGUI integration with UI Toolkit so that player builds can strip the UI Toolkit module when it is only used in the Editor.
Fixed Project Auditor logging a Search indexing error and "Module Migration To URP failed" after every build when "Log number of issues after Build" is enabled in a URP project. (UUM-159431) First seen in 6000.7.0b8.
Fixed an issue where the Editor continued without a license, and exited with code 0 in batch mode, when it could not connect to the Unity Licensing Client.
LicenseUUM-151817
Fixed the Rendering module chart mode resetting to Rendering when the Profiler window was closed and reopened.
ProfilerUUM-153203
New Profiler module for Physics Core 2D.
2D
Split the UnityFramework target and created public API module UnityFrameworkAPI.
iOS
Added a *Web Requests module to the Profiler* window, which reports the UnityWebRequest activity of the application you are profiling:
Networking
Added a security confirmation prompt based on the security level selected in Project Settings.
Package ManagerSecurity
Added a Security setting in Project Settings > Package Manager to control which package sources and signature levels are trusted in the project.
Package ManagerSecurity
Added a packageSecurityPolicy CLI argument to set the security policy level when creating a project from the command line.
Package ManagerSecurity
Added log warnings for installing Limited Trust packages when a project's package security level is Trusted packages only.
Package ManagerSecurity
Added security warnings and messages to the package list and details, based on the security level selected in Project Settings.
Package ManagerSecurity
Show the popup at project open when installed packages have signature or security compliance issues that don't meet the security level selected in Project Settings, and update its message.
Package ManagerSecurity
Added an information panel to the Profiler's 'Screenshots' module. You can toggle the panel from the module toolbar. It shows: The selected frame number, and the resolution and source frame of the displayed screenshot. A notice when the displayed screenshot is older than the selected frame. The CPU and GPU frame times, highlighted when they exceed the target frame time.
Profiler
Added Smart Strings, a built-in module based on SmartFormat for formatting dynamic strings with named placeholders, pluralization, and conditional logic.
Scripting
Added the localization module, an improved version of the Localization package. Migration support is available. For more information, refer to the documentation.
UI
Improved performance of Physics3D module when building with "WebAssembly 2023" option.
Web
Added an error message to help users resolve Android SDK license acceptance issues that cause build failures.
Android
Improved the security of model import by updating the bundled Autodesk FBX SDK to 2020.3.11, addressing two buffer-overflow vulnerabilities in FBX file parsing.
Asset ImportSecurityUUM-155199
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
Added the DISABLE_UGUI_UITK_SUPPORT scripting define symbol, which excludes the uGUI integration with UI Toolkit so that player builds can strip the UI Toolkit module when it is only used in the Editor.
Added Prepare Panel Renderers and Update Panel Renderers charts to the UI Toolkit Profiler module, which show the time spent processing Panel Renderer components, including UI reload callbacks.
UI Toolkit
Introducing a number of command-line arguments and environment variables related to the cache server (making it possible to disable upload and download from/to the cache server of specific types of importers).
Asset PipelineServer
Added a -CPULightmapper=no command line switch to the Windows Editor installer that skips installing components only the CPU Progressive Lightmapper requires, currently the end-of-life Microsoft Visual C++ 2010 runtime.
InstallerWindowsUUM-149122
Added localization package 2.0. This version is designed to work with the built in localization module.
Package
Updated the icons for Installed, Refresh, Installed as dependency and removed the icons for available for import, and available for download.
Package Manager
Windows builds now link the Visual C++ runtime dynamically instead of statically, and Unity copies the required Visual C++ runtime DLLs (such as vcruntime140.dll and msvcp140.dll) into the build output next to the executable. A new "Copy Visual C++ runtime libraries" option under Publishing Settings (on by default) lets you skip copying them if you install the redistributable another way, for example via your own installer or a distribution platform such as Steam.
Windows
Fixed Visual Scripting nodes (bottleneck, thermal, performance level, boost, performance mode, and scaler events) no longer firing in the player after Adaptive Performance moved into the engine module. The events are now forwarded to the Visual Scripting EventBus from the adaptive performance samples package assembly, where the VISUAL_SCRIPTING_ENABLED define is active.
Adaptive PerformanceUUM-135587
Fixed default presets for importers provided by a built-in module, such as SVGImporter, no longer being applied after restarting the project.
Linked bug report
UUM-146265: SVGImporter preset added to the Preset Manager changes to a ScriptedImporter when restarting the project

How to reproduce: 1. Create a new project 2. Open the Preset Manager (Edit -> Project Settings -> Preset Manager) 3. Add the "SVGImporter" preset (press “Add Default Preset”, then search "SVG") 4. Close the project 5. Open the project again 6. Open the Preset Manager 7. Observe the Preset Manager Actual result: The "SVGImporter" has changed into a "ScriptedImporter" Expected result: "SVGImport…

Retrieved 2026-11-11
Asset ImportUUM-146265
Fixed a security vulnerability (CVE-2026-111497) in the Brotli decoder used by System.IO.Compression.BrotliStream and BrotliDecoder, where decoding untrusted data could allow remote code execution.
CoreCLRSecurity
Disabled Open Frame Debugger from the UITK profiler Toolbar when running a standalone profiler.
Linked bug report
UUM-144370: Frame Debugger cannot be enabled when opened from UI Toolkit Details module of Standalone Profiler

Steps to reproduce: Create a new 3D URP project Open Window > Analysis > Profiler (Standalone Process) Click on the "UI Toolkit Details" module to focus on it Click on the "Open Frame Debugger" button in the panel Observe the opened Frame Debugger Actual results: The Frame Debugger opens showing "Frame Debugger requires at least one available Game (Play Mode) window" and cannot be enabled, eve…

Retrieved 2026-11-09
Fixed a typo in the services-gateway fallback URL that could cause sign-in and Cloud services to fail on Editors launched via Hub when the remote config CDN was unreachable.
Internal hardening of the Hub-mode service configuration handling. No user-visible behavior change.
XR: Removed the obsolete and unused AR module, the UnityPlayer.initializeGoogleAr() method, and the use of the unity.arcore-enable manifest metadata key.
EditorXR
Vulkan: Fixed a random crash caused by an invalid shader module when shaders were unloaded and reloaded with graphics jobs enabled.
GraphicsUUM-136086
Fixed a security vulnerability (CVE-2026-111497) in the Brotli decoder used by System.IO.Compression.BrotliStream and BrotliDecoder, where decoding untrusted data could allow remote code execution.
IL2CPPSecurity
Bump ProxyHelper version to allow running on case-sensitive filesystem.
Linked bug report
UUM-155895: Fails to launch when installed on case-sensitive APFS on macOS

How to reproduce: 1. Format a volume as APFS (Case-sensitive) 2. Install Unity Editor on this volume (if a Unity Editor is already installed on another volume, it can be just copied to the new volume, otherwise, install through Unity Hub) 3. Launch the installed Editor 4. Observe that the Editor immediately terminates Actual result: The Editor fails to start Expected result: The Unity Editor l…

Retrieved 2026-11-11
LicenseUUM-155895
Fixed an issue where the Editor continued without a license, and exited with code 0 in batch mode, when it could not connect to the Unity Licensing Client.
LicenseUUM-151817
Fixed the license error dialog looping on Retry and close when two Editors of the same version required incompatible Licensing Client versions.
LicenseUUM-153121
Fixed a security vulnerability (CVE-2026-111497) in the Brotli decoder used by System.IO.Compression.BrotliStream and BrotliDecoder, where decoding untrusted data could allow remote code execution.
MonoSecurity
Reject TLS connections to servers using the compromised eMudhra certificates (CVE-2026-111943).
NetworkingSecurityUUM-158231
Added a small left and right panel padding to the Project Settings page for PhysicsCore2D module so it doesn't touch the window border.
Physics 2D
Fixed an inconsistent seam line between the image and frame number on Profiler Screenshots module thumbnails.
Linked bug report
UUM-152561: Screenshot timeline thumbnails show a thin line above the frame number on some thumbnails but not others

Steps to reproduce: Create a new 3D URP project via Unity Hub Open the Profiler (Window > Analysis > Profiler) with the Screenshots module shown, Game View open Enter Play mode and record for a few seconds so a run of screenshots is captured Open the Screenshots module details strip (the horizontal thumbnail filmstrip along the bottom) Look across adjacent thumbnails at the seam between the bo…

Retrieved 2026-11-10
ProfilerUUM-152561
Fixed an InvalidOperationException that could be thrown in the Profiler window when the Physics (2D) module was selected and another Editor window was maximized or restored.
Linked bug report
UUM-151943: Profiler throws InvalidOperationException errors if Physics 2D module is selected and another editor window is maximised

Steps to reproduce: Open the attached project Set the Profiler to Edit mode to capture some data Select the Physics (2D) module in the Profiler window to view its live stats Maximise another Editor window Exit maximised state Observe the Console window Actual results: No errors or warnings are thrown if another window is maximised Expected results: "InvalidOperationException: Cannot modify Vis…

Retrieved 2026-11-10
ProfilerUUM-151943
Fixed an issue where opening the profiler window with the physics CPU module open would throw a InvalidOperationException.
Linked bug report
UUM-143704: "InvalidOperationException" is thrown when reopening Profiler Window with Physics module selected

Steps to reproduce: Create a new 3D URP project Open the Profiler window (Window > Analysis > Profiler) Scroll and select the Physics Module to focus on it Close the Profiler window Reopen the Profiler window Observe the Console Actual results: "InvalidOperationException: Cannot modify VisualElement hierarchy during layout calculation" error is thrown Expected results: No errors are thrown Rep…

Retrieved 2026-11-09
ProfilerUUM-143704
Fixed black bars and missing section titles in the Memory module's details view.
Linked bug report
UUM-145754: Bars in Profiler's Memory module are colored black

Steps to reproduce: Create and open a new project Open Window -> Analysis -> Profiler Enable Edit Mode recording and record some data Put the marker on any frame of the Memory module Observe the lower section Actual results: Memory Usage bars are colored black Expected results: Memory Usage bars are colored in different colors Reproducible with versions: 6000.6.0a4, 6000.6.0b1, 6000.7.0a1 Not …

Retrieved 2026-11-09
ProfilerUUM-145754
Fixed frame-number labels overlapping in the Screenshots module's timeline view when Game View captures used a narrow aspect ratio.
Linked bug report
UUM-152532: Screenshot timeline frame number labels overlap and become illegible when the Game View is captured at a narrow aspect ratio

Steps to reproduce: Create a new project via Unity Hub Open the Profiler (Window > Analysis > Profiler) and make sure the Screenshots module is shown Resize the Game View window to a very narrow aspect (make it tall and thin) Enter Play mode and let it record for a few seconds with the Game View visible so screenshots are captured at that narrow aspect Press a captures frame and observe the fr…

Retrieved 2026-11-10
ProfilerUUM-152532
Fixed Highlights module not redrawing captured frame data when re-enabled.
Linked bug report
UUM-144840: Enabling Highlights Profiler module while not in Play Mode does not redraw already-captured frame data until the view is refreshed

Steps to reproduce: Create a new 3D URP project Open Window > Analysis > Profiler Open the Profiler Modules dropdown Disable Highlights module Enter Play mode Collect some data in Profiler and exit Play mode Re-enable the same module (Highlights) Observe visually no data is shown for Highlights in the Profiler Reopen the Profiler Observe the Highlights data is now visible Actual results: After…

Retrieved 2026-11-09
ProfilerUUM-144840
Fixed inability to create a details view for CPU Usage module following deletion of a custom module.
ProfilerUUM-149160
Fixed the CPU Usage module's New Timeline view not being restored when reopening the Profiler window.
Profiler
Fixed the Highlights module's 'Target FPS' label being clipped when showing large values.
Linked bug report
UUM-137768: Target Frame Time text in the Profiler window does not fit and is cut off when Target Frame Time is set to 1000 FPS

Steps to reproduce: Create a new Unity project using the Universal 3D template Open the Profiler window (Window > Analysis > Profiler) Click the Target Frame Time dropdown and select "Custom" Set the Target Frames Per Second (Highlights Module) to 1000 FPS Observe the Profiler window Actual results: Target Frame Time text in the Profiler window does not fit and is cut off Expected results: The…

Retrieved 2026-11-09
ProfilerUUM-137768
Fixed the Rendering module chart mode resetting to Rendering when the Profiler window was closed and reopened.
ProfilerUUM-153203
Added mipmap Warning Icon to the Editor and update Timeline Track warning icon to the standard Warning Icon.
Linked bug report
UUM-131155: Timeline Activation Track “!” Warning icon is hard to see in Light Editor theme

Steps to reproduce: 1. Create new Unity project 2. Set Editor theme to Light 3. In Hierarchy window create Cube GO 4. Create Timeline for a Cube GO and open Timeline window 5. In Timeline window press “+” and add “Activation Track” 6. Select Cube GO 7. Observe the “!” Warning icon Actual results: “!” Warning icon is difficult to see in Activation Track when Editor theme is set to Light Expecte…

Retrieved 2026-11-09
TimelineUUM-131155
Fixed display activation failing after introducing the GameWindow API.
Windows

Added a Closed network environment setting in Project Settings that lets users with the packages bypass entitlement turn off package signature validation.
Package ManagerFeature
When Closed Network users enable the Closed Network-exclusive Project Setting to disable Trust messaging on packages, all packages are considered Out of Trust.
Package ManagerFeature
Added EntityIDTile/Base which can be used with Tilemap jobs and Burst.
2DFeature
Light 2D now exposes an optional custom Material, letting a light be drawn by an authored shader instead of URP's built-in one. Available on every light type except Global.
2DFeature
Light 2D now exposes an optional custom shadow Material, letting the shadows a light casts be drawn by an authored shadow shader instead of URP's built-in one. Requires the Enhanced 2D shadow geometry version.
2DFeature
Light2D now exposes an optional custom Material, and Light2D meshes (Freeform, Point/Spot) now carry position-derived UVs so custom light shaders can sample textures across the light's extents.
2DFeature
New Light2D ShaderGraph SubTarget for authoring custom light shaders.
2DFeature
New Light2D ShaderGraph target for authoring custom 2D light shaders, with Color, Shadow Color and Volumetric Color fragment ports. Create one from Assets > Create > Shader Graph > URP > Light 2D Shader Graph.
2DFeature
New Shadow Caster 2D ShaderGraph target for authoring custom 2D shadow shaders, with Position, Shadow Displacement, Side Softness and Back Softness vertex ports and an Alpha fragment port. Create one from Assets > Create > Shader Graph > URP > Shadow2D Shader Graph.
2DFeature
New Shadow2D ShaderGraph SubTarget for authoring custom 2D shadow shaders, with Position and Shadow Distance vertex ports and an Alpha fragment port.
2DFeature
Shadow geometry generation is now pluggable, and a new soft shadow generator produces finite-length shadows with a soft penumbra.
2DFeature
ShadowCaster2D now exposes an optional custom Material, letting a shadow caster be drawn by an authored shadow shader instead of URP's built-in one.
2DFeature
Added a *Generate Accessibility Hierarchy toggle to the UI Document and Panel Renderer Inspectors, and the matching UIDocument.generateAccessibilityHierarchy and PanelRenderer.generateAccessibilityHierarchy properties, to opt individual components out of the generated hierarchy. The toggle is visible and takes effect only while the Generate Accessibility Hierarchies for Runtime Panels setting in Project Settings > UI Toolkit* is enabled.
AccessibilityFeature
Added experimental screen reader support for runtime UI Toolkit panels on Android, iOS, macOS, and Windows. The new *Generate Accessibility Hierarchies for Runtime Panels setting in Project Settings > UI Toolkit* makes UI Toolkit automatically generate and maintain accessibility hierarchies for the participating runtime panels of the application's main window, so screen readers (Narrator, VoiceOver, TalkBack) can read and operate UI Toolkit content in player builds. In this first version, only buttons, labels, and toggles (including controls derived from them) are exposed as operable controls; other elements are announced by their text when one can be derived, but don't yet expose control-specific roles or interactions. This feature is experimental and not ready for production use.
AccessibilityFeatureAndroidiOSWindowsmacOS
Added CPU and GPU utilization indexer integration for adaptive performance.
Adaptive PerformanceFeature
Added edge-to-edge rendering support with new APIs to control inset overlapping, system bars appearance, and background transparency, enabling full control over how status bar and navigation bar interact with the game view, requires Android 11+.
AndroidFeature
Added support for adaptive TV banners and monochrome icons for Android adaptive icons.
AndroidFeature
Added Vector Drawable Support for Icons.
AndroidFeature
Input System rumble support for tvOS.
Apple TVFeaturetvOS
Added an ImporterGlobalSettings singleton type that can be used to host global importer settings and is correctly synched on import workers.
Asset ImportFeature
Added Scriptable Effects to Scriptable Audio Pipeline (SAP).
AudioFeature
Removed the feature flag related to the Enhanced Audio Foundation. The Audio Foundation property will now always be visible in the project's global audio settings in the Editor. We still default to Classic mode, but Enhanced mode is now an option.
AudioFeature
Unity now provides a built-in Ambisonic Decoder Plugin for Quad+ setups. You use this decoder directly to decode first, second or third order Ambisonic clips into Quad, 5.0, 5.1, 7.1 or 7.1.4 output layouts. You can find more information about this in the Unity Manual.
AudioFeature
Added beta sweepstakes opt in to bug reporter.
Bug ReporterFeature
Added button to change bug reporter theme.
Bug ReporterFeature
Added a Referenced By tree to the Build Analysis asset inspector, which shows which assets reference the selected asset and the paths from each of them up to the build's loadable roots.
Build PipelineFeature
Make MSBuild script compilation pipeline selectable in project settings.
Build PipelineFeature
Added a copy and paste function for the adaptive performance component in build profiles. Copy and paste is viable if the source is fully copyable to the target.
EditorFeature
Added a new instability detection feature to the consistency checker, for when multiple cached import results match the current context/environment. This indicates missing or inconsistent dependencies on the related importer.
EditorFeature
Added ability to edit the text of some controls such as buttons, labels directly in the viewport using the new menu action Edit or double-clicking on the element.
EditorFeature
Added Battery Mode for Adaptive Performance.
EditorFeature
Added Current & Runtime Targets and Severity Breakdown to "Move to CoreCLR" section in Project Auditor.
EditorFeature
Added editing actions (cut, copy, paste, ...) to the ui Viewport context menu.
EditorFeature
Added Jobs Profiler that can be selected as experimental timeline view in the Profiler Window.
EditorFeature
Added Migration Wizard to the Universal Render Pipeline.
EditorFeature
Added support for Build Destination Override in Build Profiles.
EditorFeature
Added support for multiple instances of the *UI Builder* window.
EditorFeature
Added the ability for menu items to be pinned to the customizable main toolbar via the toolbar contextual menu. These elements persist across sessions and are compatible with presets.
EditorFeature
Implement Advanced Text (ATG) in TextMeshPro as an experimental opt-in.
EditorFeature
Previews for items will show when performing a Drag and Drop on macOS.
EditorFeaturemacOS
Project Auditor: Add a package version database, so users know about package upgrades during Editor upgrades.
EditorFeature
Project Auditor: Added the Target Framework column to the Precompiled Assemblies table.
EditorFeature
Project Auditor: initial migration pages for help moving to URP and CoreCLR.
EditorFeature
Project Auditor: suppress issues based on their ID. Similar to how IDE's allow suppression of compiler warnings.
EditorFeature
Swift Project Type is no longer experimental.
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
UI Toolkit: Added a Track Screen Space Position toggle to the Panel Renderer component. This lets you make a screen space UI element, such as a health bar, follow a target in the 3D world without scripting.
EditorFeature
Unity Render Service (URS) is now available in the Build Settings window.
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
URP Upscaler Priority List.
GraphicsFeature
Added support for image build settings to distribute reference images through embedded packages.
Graphics TestsFeature
Added a string-argument overload to [StubBodyIfTypeNotUsed] so that the target type can be named across an assembly boundary that the caller does not reference.
IL2CPPFeature
Added experimental support for IL2CPP targeting .NET on iOS. In this mode, the iOS player executes against a .NET 10 base class library (BCL). This is enabled on iOS by selecting the .NET Standard 2.1 - .NET Preview (Experimental) option in the ApiCompatibilityLevel Player setting. Note: C# code is still compiled as C# 9 and against the .NET Standard 2.1 API surface.
IL2CPPFeatureiOS
Added InputSettings.locationAccuracy and InputSettings.locationDistanceThreshold project defaults for location updates.
Input SystemFeature
Added Mouse.isSupported, which reports whether the current platform can deliver mouse input, rather than whether a mouse is currently connected.
Input SystemFeature
Added Pen.isSupported and Touchscreen.isPressureSupported, which report whether the current platform can deliver pen input and whether its touch input carries a real pressure value, rather than whether such a device is currently connected.
Input SystemFeature
Added full-screen video support for the Swift trampoline.
iOSFeature
Added support for Universal Links in the Swift trampoline. Links associated with the app through Associated Domains (apple-app-site-association) now set Application.absoluteURL, invoke Application.deepLinkActivated, and notify native plugins.
iOSFeature
Input System rumble support for iOS.
iOSFeature
Added a new Single World Host mode for client-hosted servers, instead of using binary client and server worlds. This the new default for netcode host world creation. This new mode removes the overhead of having to run two worlds in the same process by running both client and server systems in the same world. With this, no more useless serialization/deserialization, useless rollback and replay, useless worlds doing the same thing. See the documentation for pros and cons. For existing projects transitioning to this new mode, please see the documentation for migration advice, as this is not a seamless transition. For those not wishing to use this new mode, you can change this back in your NetcodeConfig project settings using the HostWorldModeSelection setting.
Netcode for EntitiesFeatureServer
The chart tracks the requests in flight, and the bytes sent and received in each frame.
Feature
The request list shows each request's status, method, target domain, request source, content type, size and duration, and filters on any of them. A summary strip totals the requests, bytes transferred and errors of the recording, and its p95 latency.
Feature
general information, request and response headers, query string parameters, and a per-phase timing breakdown of DNS lookup, connection, TLS handshake, waiting and transfer.
Selecting a request inspects itFeature
Added localization package upgrade path.
PackageFeature
Added a Closed network environment setting in Project Settings that lets users with the packages bypass entitlement turn off package signature validation.
Package ManagerFeature
Added a new upmSign command-line parameter to sign source Git packages.
Package ManagerFeature
When Closed Network users enable the Closed Network-exclusive Project Setting to disable Trust messaging on packages, all packages are considered Out of Trust.
Package ManagerFeature
Added build target support for QNX 7.1 with io-sock.
QNXFeature
Added --qnx-network-stack option to allow selection of new io-sock QNX7.1 variants.
QNXFeature
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
Introduced a new fast build mode in the Shader Build Settings, automatically converting keywords to dynamic branching and making builds much faster for iteration purposes.
ShadersFeature
Added background gradients support for the background-image style.
UI ToolkitFeature
Added gap property.
UI ToolkitFeature
You can now open and edit a standalone StyleSheet or Theme StyleSheet asset in the UI Builder without a UXML owner.
UI ToolkitFeature
Added a light falloff mode that matches the Built-in Render Pipeline.
URPFeature
Added AgX as a Tonemapping mode in the Tonemapping volume override.
URPFeature
Added exposure support to URP's version of SRP lens flare.
URPFeature
Added fixed exposure to URP. The setting can be accessed though the volume system.
URPFeature
Added on-tile support to the URP deferred renderer.
URPFeature
Added support for changing URP keywords to dynamic branch.
URPFeature
Added support for stencil in Shader Graph.
URPFeature
Added: URP Tonemapping now offers an AgX mode in addition to Neutral and ACES. AgX is a modern display transform that desaturates highlights as it compresses them, avoiding the hue shifts and clipping that can appear in over-exposed regions with ACES. It exposes two controls, Contrast and Mid Gray, and works in both SDR and HDR grading modes.
URPFeature
Modern Screen Space Ambient Occlusion in URP is now public. Existing SSAO Renderer Feature settings are no longer applied. To get the same SSAO results as before, follow the help box in the SSAO Renderer Feature inspector and copy the parameters (shown as inactive) into a Screen Space Ambient Occlusion Volume Override.
URPFeature
Input System rumble support for visionOS.
VisionOSFeature
Added support for building Player that uses up to 16 GB of WebAssembly memory (Wasm64).
WebFeature
Enabled Burst for builds using WebAssembly64.
WebFeature
Added Temporal Pixel Synthesis support for XR.
XRFeature

Improved the Animation Preview Model picker to preselect the model currently in use.
AnimationImprovement
The Forward+ and Deferred+ rendering paths no longer process lights and reflection probes in screen areas that only their part beyond the far plane, or in front of an orthographic camera's near plane, reaches.
URPImprovement
Added support for AccessibilityState.Expanded on Android.
AccessibilityImprovementAndroid
Added CPU and GPU utilization ADPF metrics to the Environment sample.
Adaptive PerformanceImprovement
Internal cleanup of NdkLooper (RAII pipe fds, dropped goto, NULL/0 normalized to nullptr).
AndroidImprovement
Internal refactor of CJK locale font fallback selection.
AndroidImprovement
Removed libmain.so; libunity.so and libil2cpp.so are now loaded directly by the Java layer, fixing a duplicate JNI_OnLoad call on runtime reload.
AndroidImprovement
Rework External Tools preferences page to follow Editor Foundations UI guidelines.
AndroidImprovement
Simplified Java version architecture detection regex.
AndroidImprovement
ThinLTO can now be used when Strip Engine Code is enabled.
AndroidImprovement
Updated Games-Frame-Pacing package from 2.1.2 to 2.1.3, enabling 16KB page support.
AndroidImprovement
Added support for multi-edition of Animator transition settings.
AnimationImprovement
Improved the Animation Preview Model picker to preselect the model currently in use.
AnimationImprovement
Replaced Animation Window clip selector dropdown with a searchable dropdown.
AnimationImprovement
The Animator Window's compact mode Layers dropdown now has a search bar.
AnimationImprovement
Reduced memory consumption in Release builds. In Release builds, Profiler.GetTotalAllocatedMemoryLong() and Profiler.GetTotalReservedMemoryLong() now report the size the allocator actually reserved rather than the size that was requested, so a higher value than before does not mean that more memory is used.
Apple TVImprovement
Added clarification detail to.
Asset PipelineImprovement
Improved Memory Profiler attribution of Asset Database native memory, which is now reported under named AssetDatabase roots instead of as unrooted memory.
Asset PipelineImprovementUUM-126907
The NativeFormatImporter now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.
Asset PipelineImprovement
The VisualEffectImporter now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.
Asset PipelineImprovement
Added new UnityAudioEffectDefinitionFlags_UseOutputChannelCount so Ambisonic decoder native audio plugins can use the full output channel count of the project rather than be fixed to the input clip channel count.
AudioImprovement
Added profiler markers to Scriptable Audio Pipeline Generators created from Audio Clips, and improved heuristics of the decode-ahead system to avoid slower in-place decoding.
AudioImprovement
Added profiler section for Scriptable Audio Pipeline.
AudioImprovement
Architectural improvements to remove most main thread stalls ("Flush DSP connections" profiler marker) or inversely audio drop-outs, when adding / removing Audio Sources, effects and so on, especially under pressure.
AudioImprovement
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.
Build PipelineImprovementUUM-143722
Improved Content Directory build dependencies for LOD stripping in assets and scenes to avoid re-build them when the LOD stripping level is changed without impacting them.
Build PipelineImprovement
Section headers in the Build Analysis window now highlight across their full width when hovered.
Build PipelineImprovement
Updated the bundled 7-Zip to version 26.02.
Build SystemImprovement
Updated the bundled 7-Zip to version 26.03.
Build SystemImprovement
Player builds no longer launch the Burst AOT compiler when no user assemblies reference Burst, speeding up build time significantly for projects that do not use Burst.
BurstImprovementUUM-145413
The Burst compiler server now starts asynchronously during editor initialization, reducing editor startup time.
Linked bug report
UUM-146006: LoadUnityMonoAssemblies startup phase is ~2.5x slower when opening the Editor on Windows

Steps to reproduce: Create or open any Project on Windows with Internal Mode enabled Observe the Startup Launch Screen and the time for "LoadUnityMonoAssemblies" Actual results: LoadUnityMonoAssemblies ~1.28s (a7) → ~3.16s (b1) — ~+1.9s, ~2.5×, every run. Expected results: LoadUnityMonoAssemblies Takes 1.5~ seconds, no increase in newer version Reproducible with versions: 6000.6.0b1, 6000.7.0a…

Retrieved 2026-11-09
BurstImprovementServerUUM-146006
DataStreamReader and DataStreamWriter no longer use a scratch field, allowing fixed-bit-sized packed writes to earlier positions in the buffer (via a copy of the writer) without data corruption.
CoreImprovement
Cherry-picked an upstream JIT fix that corrects an inverted Tier0 box-sharing guard, so Enum.HasFlag calls compiled at Tier0 get an exact-typed box and elide the allocation entirely instead of boxing both operands on every call (upstream dotnet/runtime #130590).
CoreCLRImprovement
The bundled CoreCLR runtime has been updated to a newer .NET 10 (release/10.0) servicing build, incorporating upstream fixes across the JIT, GC, COM/interop and cryptography, plus platform-specific fixes for Windows, Linux, macOS, Android, iOS and the browser.
CoreCLRImprovementAndroidiOSWindowsmacOS
Documented how a custom key comparer on a serialized Dictionary field is preserved, and the cases where it isn't.
DocumentationImprovement
Implemented placement buffer allocation.
DX12Improvement
Added a Stencil Shader Graph override sample for URP.
EditorImprovement
Added copy and paste to settings foldouts in the build profile window.
EditorImprovement
Added higher resolution localization editor icons.
EditorImprovement
Added out-of-process crash handler (UnityMacCrashHandler) for macOS Editor to support minidumps (attached exclusively to bug reports) and improve crash-reporting reliability.
EditorImprovementmacOS
Added SmartStrings project settings and inspector view.
EditorImprovement
Added the option to double click categories in the Project Auditor window to expand them.
EditorImprovement
Added various general usability issues with the Build Analysis Window.
EditorImprovement
Changed default resolution for uGUI canvas scaler from 800x600 to 1920x1080.
EditorImprovement
Enhances the drag-and-drop experience when adding assets to List<> properties in the Inspector. Previously, users could only drop assets on the list header, and items would always append to the end. Now users can drop anywhere on the list body with visual feedback showing the exact insertion position.
EditorImprovement
GRD Frame Debugger integration - Batch Cause + GRD Exclusion Summary.
EditorImprovement
Improved Android External Tools screenshot.
EditorImprovementAndroid
Improved Editor splash screen text legibility by adding a subtle drop shadow behind text labels.
EditorImprovement
Improved hierarchy icons for missing prefab/script references.
EditorImprovement
Improved performance for first time script compilation in the Editor.
EditorImprovementUUM-137057
Improved performance of hierarchy icons.
EditorImprovementUUM-149124
Improved the main toolbar element selection by creating a search provider and the associated window.
EditorImprovement
Improved the performance of the TextureImporter. (various elements in the "processing" phase primarily, but texture compression will perform slightly better as well).
EditorImprovement
Increased performance by replacing reflection-based code in the Netcode package with non-reflection-based alternatives.
EditorImprovement
Moved info.plist file to MainApp directory of iOS/tvOS Swift project Type. Moved storyboard file to MainApp directory for tvOS Swift project Type.
EditorImprovementiOStvOS
Normal maps now appear consistently in the Inspector's texture picker.
EditorImprovement
Project Auditor: detect boxing of structs used in List comparisons.
EditorImprovement
Project Auditor: Improved messaging about where analysis progress is.
EditorImprovement
Project Auditor: Improved the Upgrade Summary page to show more information.
EditorImprovement
Project Auditor: redesign the home page. Move URP migration wizard to the home page.
EditorImprovement
Refactored Physics Debug Inspector UI so it uses common Inspector window patterns.
EditorImprovement
Removed duplicated Overlay colors Users now have two ways to reset colors:
EditorImprovement
Individual "Use Default" button next to each overlay color (in the "Overlays Background" category) to reset just that one color to its default- Reset all colors: "Reset All to Default" button at the bottom of the Colors page to reset all colors at once.
Per-color resetImprovement
Separated Optimization and Upgrade issues into their own pages in the Project Auditor UI.
EditorImprovement
The Platform Browser now shows the licenses that apply to the packages selected for a new build profile.
EditorImprovement
Updated the .NET SDK in the Editor to .NET10.
EditorImprovement
Added a dedicated denoising pass to Surface Cache GI, which produces much less noisy outputs at similar performance costs to the previous setup.
GIImprovement
Added the "Warm-up Sample Multiplier" setting to Surface Cache, which allows users to boost sample count for the first frame of a patch's existence to reduce noise.
GIImprovement
Added XR support to Surface Cache GI.
GIImprovementXR
Fixed slow mass removal of ray tracing instances in unified raytracing.
GIImprovement
Surface Cache GI supports Entities.
GIImprovement
Tweaked presets in Surface Cache GI to make denoised results look better.
GIImprovement
State transitions can now be started by holding Shift and clicking anywhere on a state, and the area around a state's edge where a transition can be started remains usable when zoomed out.
Graph ToolkitImprovement
Improved Render Graph Viewer empty state message when connected to a player.
GraphicsImprovementUUM-148168
Mesh-related memory should now be correctly labeled in the memory profiler
GraphicsImprovementUUM-126926
Search filters have fallback behavior when indexing isn't complete or available.
Linked bug report
UUM-142087: Opening Create New Shader Graph from the Output context menu causes a long delay before the content appears

Steps to reproduce: Create a new project Create > Visual Effects > Visual Effect Graph Create Simple Loop VFX Open newly created VFX Convert output context to Output Particle ShaderGraph Quad by right-clicking on Output > Convert Output Click button New... Actual results: Window content loads only when indexing has finished which takes up to several minutes Expected results: Window content loa…

Retrieved 2026-11-09
GraphViewImprovementUUM-142087
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 metadata storage size of methods and parameters.
IL2CPPImprovement
Reduced the size of method definitions stored in metadata file.
IL2CPPImprovement
Debug.ClearDeveloperConsole now also clears errors that have not been displayed yet, so the developer console no longer reopens later showing already cleared errors.
IMGUIImprovement
Removed InputSystem gizmo / icons from scene view window.
Input SystemImprovement
Custom URL scheme deep links now notify native plugins on cold app launch when using the Swift trampoline, matching the existing warm-launch behavior.
iOSImprovement
Improved how DPI is calculated so that the fallback for unknown devices is more accurate.
iOSImprovement
Improved screen orientation handling on iOS so that the orientation reported by the operating system is used instead of inferring it from view dimensions.
iOSImprovement
Reduced memory consumption in Release builds. In Release builds, Profiler.GetTotalAllocatedMemoryLong() and Profiler.GetTotalReservedMemoryLong() now report the size the allocator actually reserved rather than the size that was requested, so a higher value than before does not mean that more memory is used.
iOSImprovement
Reduced JIT compile overhead by skipping JIT phase timing when runtime statistics are disabled.
MonoImprovement
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
Improved source generator logging for long log lines.
Netcode for EntitiesImprovement
Analytics for .unityPackage signature at export time, from UI, API and CLI.
Package ManagerImprovement
Improved padding on some elements.
ParticlesImprovementUUM-149117
Added a drop-down offering the ability to switch between multi-threaded and single-threaded simulation under Project Settings -> Physics -> Settings -> GameObjects.
PhysicsImprovementUUM-144574
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 "Make Asset" button to the empty Physics Core 2D project settings property, which creates a new PhysicsCoreSettings2D asset via a save dialog and assigns it.
Physics 2DImprovement
Added a dedicated ProfilerCategory.PhysicsCore2D profiler category. The PhysicsCore2D markers report under it.
Physics 2DImprovement
Added a simple "owner" getter property that aliases the "GetOwner()" method for PhysicsWorld, PhysicsBody, PhysicsShape, PhysicsChain and every joint type.
Physics 2DImprovement
Changed chain-segment ghost edges to draw as dimmed lines.
Physics 2DImprovement
Changed joint drawing to a uniform scheme of an anchor line, anchor points and a spring target marker, with configurable world draw colors.
Physics 2DImprovement
Changed the default DrawOption for a new PhysicsCoreSettings2D asset to "Default Selected" instead of "Default All".
Physics 2DImprovement
Enabled PhysicsDistanceDefinitionJoint.autoDistance by default.
Physics 2DImprovement
If the physics simulation produces a PhysicsBody transform with either NaN or Infinite values due to an unstable simulation then, if the body is writing to transforms, it is immediately disabled and its owner name (GameObject, Component or Transform) reported to the console with no transform writing done. This stops the Transform from containing invalid values and reports the identity of the object in question exactly when it occurs.
Physics 2DImprovement
Improved Physics Core 2D contact solver performance.
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 the PhysicsCore2D SDF debug-draw shaders for better overall performance, per-pixel accuracy, and reduced aliasing when viewing at low angles.
Physics 2DImprovement
Increased the PhysicsWorld.DrawThickness maximum from 5 to 10 pixels.
Physics 2DImprovement
Merged the Physics Core 2D project-settings pages into a single page and the settings asset Inspector now shows the full settings for direct editing.
Physics 2DImprovement
PhysicsBody.SetBatchTransform() now has an additional "bool writePoses" flag to control if the Unity Transform are written to after the PhysicsBody poses are updated.
Physics 2DImprovement
PhysicsEvents of ContactBeginEvent, ContactEndEvent, TriggerBeginEvent and TriggerEndEvent can now be collated to produce a single Begin and End callback pair rather than multiple per-shape. This is critical to allow for "collider-style" callback behaviour where a logical group of shapes reports as a single compound shape.
Physics 2DImprovement
PhysicsJoint definitions now display as grouped, collapsible sections in the Inspector. Property drawers organize each definition into Anchors, Spring, Motor, Limit, Thresholds, Tuning and Drawing, so a definition reads as a handful of rows instead of a long flat list.
Physics 2DImprovement
PhysicsSpace now has several batch getter/setter methods to reduce round-trips from the engine including "SetBatchProxyAABB()", "GetBatchProxyAABB()", "GetBatchProxyCategories()", "GetBatchProxyUserHandle()" and "GetBatchProxyShapes".
Physics 2DImprovement
PhysicsSpace now has the ability to specify a bound world with "PhysicsSpace.Create(PhysicsWorld)". With a world bound, PhysicsShape can be synchronized with "PhysicsSpace.SyncShapes()" overloads.
Physics 2DImprovement
The PhysicsHingeJoint no longer draws redundant circles at its anchor points. No other joint does this.
Physics 2DImprovement
Updated PhysicsCoreSettings2D asset icon.
Physics 2DImprovement
PhysicsFixedJoint now uses a separate solving path when both the linear and angular frequencies are set to zero indicating full stiffness. This has always been a special set of values but now is much stiffer removing visible "ringing" artifacts when the bodies are relatively far apart and changing in both position and rotation.
Physics 2DImprovement
The PrefabImporter can now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.
PrefabsImprovement
Added Vulkan graphics backend support to the GPU Profiler.
ProfilerImprovement
Improved native memory attribution so several kernel, plugin and file system allocations are reported against a named root instead of Unrooted in the Memory Profiler.
ProfilerImprovementUUM-126921
Reduced GC.Alloc hook overhead when profiler is disabled or there are no active ProfilerRecorders for GC.Alloc metric.
ProfilerImprovementUUM-146629
Improved our Lifecycle system to allocate less memory on hot paths.
ScriptingImprovementUUM-148725
Surface assembly references from the MSBuild compilation pipeline.
ScriptingImprovement
Gave subgraph node dropdowns an opaque background.
Linked bug report
UUM-143563: “Layer” container in the Layer Standard Node is missing background color

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Create new Shader Graph Asset in Project window (right-click > Create > Shader Graph > Lit Shader Graph) 3. In Shader Graph window create “Layer Standard” Node 4. Observe the “Layer” section in the Node Actual results: “Layer” container is missing background color and is transparent Expected results: “Layer” contain…

Retrieved 2026-11-09
ShadergraphImprovementUUM-143563
Improved padding on inline sliders.
Linked bug report
UUM-143533: Float with the "Disable Connector" enabled and "Slider" mode has inconsistent padding in the Subgraph Node

How to reproduce: 1. Create a new HDRP project 2. In the Project window, right-click -> Create -> Shader Graph -> Sub Graph 3. Add the Float variable 4. In the variable Inspector, enable the "Disable Conector" and change the mode to "Slider" -> Save 5. In the Project window, right-click -> Create -> Shader Graph -> Any Shader Graph 6. Add the Sub Graph to the Shader Graph and observe the resul…

Retrieved 2026-11-09
ShadergraphImprovementUUM-143533
Shader graphs with long path names should now open correctly.
Linked bug report
UUM-142738: "DirectoryNotFoundException" is thrown and Shader Graph does not open when opening a .shadegraph from a long path

Steps to reproduce: Create a new 3D URP project In the Project window, create folder with a lot of characters (e.g. "TestShaderGraphMaxLength") Inside of the folder, create another folder and continue doing that until the path is long: Assets/TestShaderGraphMaxLength/TestShaderGraphMaxLength/TestShaderGraphMaxLength/TestShaderGraphMaxLength/TestShaderGraphMaxLength/TestShaderGraphMaxLength/Tes…

Retrieved 2026-11-09
ShadergraphImprovementUUM-142738
Suppress superfluous warning messages when slot count changes from keyword/dropdown properties.
Linked bug report
UUM-143642: Removing an Enum Property Entry while the Node is in the workspace throws "Removing Invalid MaterialSlot" warning

Steps to reproduce: 1. Create new Unity project using Universal 3D Template 2. Create new Shader Graph Asset in Project window (right-click > Create > Shader Graph > Lit Shader Graph) 3. In Shader Graph window > Blackboard > create Enum property 4. Drag Enum Property to the workspace 5. While Enum property is selected in Blackboard, find Entries section in Graph Inspector > Graph Settings 6. P…

Retrieved 2026-11-09
ShadergraphImprovementUUM-143642
The editor console and shader inspector now emit warnings when invalid KEYWORD_TYPE_FLAG keywords are detected.
ShadersImprovement
Updating unlisted shader properties via Material Set[Type] APIs mark the material dirty.
ShadersImprovement
Added the IRenderGraphPassData interface that allows users to implement a Reset() method in their render graph pass data to clean up PassData object before they enter the object pool.
SRP CoreImprovement
Improved RgbToHsv accuracy.
SRP CoreImprovementUUM-148848
Render Graph Viewer - Allow opening the C# code and line where a texture was imported or created.
SRP CoreImprovement
The TextScriptImporter can now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.
TextImprovement
The TrueTypeFont importer can now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.
TextImprovement
Improved how uGUI handles mesh data to reduce general overheads from uGUI Graphic objects.
uGUIImprovement
Improved the tween engine with performance optimizations. Removed duplicate tween engine implementations from the TMP assemblies.
uGUIImprovement
Added a one-time scan that lists themes affected by the theme priority change, with a report file written to Logs/ and an on-demand scan button in Project Settings > UI Toolkit.
UI ToolkitImprovement
Added a warning when a theme style sheet is imported by a regular style sheet, since the theme's priority does not apply in that case.
UI ToolkitImprovement
Added nested formats to the Smart Strings time formatter, so a nested list format can choose the separators between time units. The time formatter also accepts a DateTime or DateTimeOffset without format text.
UI ToolkitImprovement
Improved accuracy of time measurements in USS Stats window (experimental).
UI ToolkitImprovement
Improved dragging the label of angle fields in the UI Toolkit Authoring inspector, which now moves one degree per pixel in every unit and keeps fractional values.
UI ToolkitImprovement
Improved main scene editing Overrides menu.
UI ToolkitImprovement
Improved performance and memory usage of VisualElement class list.
UI ToolkitImprovement
Improved Smart Strings: plural formatting now works for languages without plural forms and for a count of two in French, conditional formats read numbers the same way in every culture, and dictionary lookups follow the case-sensitivity setting.
UI ToolkitImprovement
Improved style sheet import diagnostics: an @import placed after style rules now produces a warning explaining that its position does not affect selector priority.
UI ToolkitImprovement
Improved the performance of cloning UXML documents that instantiate templates.
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.
UI ToolkitImprovementUUM-128489
Improved USS selector matching performance for complex selectors and for elements that match many selectors in the same stylesheet.
UI ToolkitImprovement
Reduced the amount of memory each VisualElement uses.
UI ToolkitImprovement
Reduced the GPU memory used to render elements with the filter style property.
UI ToolkitImprovement
Shader Graph support for UIToolkit Filters.
UI ToolkitImprovement
Improved the performance of undoing and redoing reparenting actions in deep and wide hierarchies.
Undo SystemImprovement
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.
Unity PhysicsImprovementUUM-146273
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
Added contact hardening (distant-dependent reflections) to Screen Space Reflections for URP. This is controlled by 2 new settings: Contact Hardening Scale and Contact Distance Bias.
URPImprovement
Added Depth Pyramid for GTAO in URP.
URPImprovement
Removed the Visual Scripting package from the 3D URP template to improve Editor startup time.
URPImprovement
Rendering Debugger - Frame Settings - Improved the messaging on Frame Settings, and improved how the configured data is shared among multiple scene cameras.
URPImprovementUUM-141008
The Forward+ and Deferred+ rendering paths no longer process lights and reflection probes in screen areas that only their part beyond the far plane, or in front of an orthographic camera's near plane, reaches.
URPImprovement
Reduced memory consumption in Release builds. In Release builds, Profiler.GetTotalAllocatedMemoryLong() and Profiler.GetTotalReservedMemoryLong() now report the size the allocator actually reserved rather than the size that was requested, so a higher value than before does not mean that more memory is used.
VisionOSImprovement
Reduced memory consumption when UnityDefaultAllocator is used in Release builds. Profiler.GetTotalAllocatedMemoryLong() and Profiler.GetTotalReservedMemoryLong() now report the size the allocator actually reserved rather than the size that was requested when UnityDefaultAllocator is used in Release builds, so a higher value than before does not mean that more memory is used.
WebImprovement
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
Graphics: Allow shader permutation to persist during building, allowing non-shadowed stencil deferred lights to avoid expensive shadowing calculations.
XRImprovement
Graphics: Improved GPU performance of stencil deferred point and spot light draws by specializing the per-light fragment shader per light type, letting point lights skip cone-angle math and spot lights skip a runtime shadow-map-face branch.
XRImprovement
Graphics: Reduced GPU frame time on Quad Views by reprojecting the outer pass's motion vectors into the inner pass instead of rendering its own motion vector pass.
XRImprovement
Improved GPU performance when QuadViews are enabled in Deferred rendering (when not using SpaceWarp) via reducing the amount of redundant geometry rendering in the focus-inner region during the low-resolution periphery pass.
XRImprovement
QuadViews: Allow LUT information to be reused within inner/outer views.
XRImprovement
QuadViews: Defer the submission of render commands to the final inner quad view pass to improve XR CPU performance.
XRImprovement
When the foveated rendering feature is enabled, avoid applying unnecessarily to the FinalBlit pass and allow skipping foveated rendering in the FinalBlit and UberPostProcess passes in URP when requested by the XR provider plugin.
XRImprovement

Fixed Sprite Renderer reporting itself as SRP Batcher compatible while a Material Property Block was set on it, which kept Sprite Skins on GPU deformation.
Fixed sprites and UI not rendering on some OpenGL ES devices when the 2D Renderer Depth/Stencil Buffer setting is disabled.
Fixed Adaptive Performance samples in XR so the user's camera faces the sample content.
Adaptive PerformanceFixXR
Fixed a crash when an app is relaunched with FLAG_ACTIVITY_CLEAR_TASK while it is already running.
AndroidFixUUM-158675
Fixed an issue where pressing the Back key twice was required to fully close the touch screen keyboard and its input field on Android 17 when Predictive Back support was disabled.
AndroidFixUUM-153547
Fixed mouse movement producing scroll values when the cursor is locked.
AndroidFixUUM-156720
Fixed the Select Game Object window not appearing when selecting Other... from the Animation Preview Model dropdown a second time.
Linked bug report
UUM-148566: "Select Game Object" window doesn't appear when selecting "Other..." from the Animation Preview Model dropdown a second time

Reproduction steps: 1. Create a new project 2. Create Animation Controller and Animation Clip in the Project window (Create > Animation) 3. Window > Animation > Animator 4. Right-click in the Animator window and select Create State > Empty twice to create two States 5. Right-click on one of the States, select Make Transition option and connect it to another State 6. Attach Animation Clip to bo…

Retrieved 2026-11-11
AnimationFixUUM-148566
Fixed ImporterGlobalSettings values silently not being synchronized to Asset Import Workers when the settings class is not declared in a script file of the same name. Unity now logs a warning, and moving the class to a correctly named file takes effect without restarting the Editor. (UUM-154025) First seen in 6000.7.0b2.
Asset ImportFixUUM-154025
Fixed a crash when an AssetModificationProcessor called AssetDatabase.Refresh from OnWillSaveAssets while the Editor wrote an asset's .meta file, for example during AssetDatabase.ForceReserializeAssets.
Asset PipelineFixUUM-156706
Fixed an issue where the Editor could crash when loading or force-reserializing a PlayerSettings asset saved by an old version of Unity.
Asset PipelineFixUUM-138620
Fixed AssetDatabase.CreateFolder returning a GUID of all zeros instead of an empty string when the folder could not be created.
Asset PipelineFixUUM-154150
Fixed exiting Play Mode taking several seconds on Linux when the audio output device does not block, such as an ALSA null device. (UUM-153880) First seen in 6000.7.0a5.
AudioFixLinuxUUM-153880
Fixed build step labels in the Build Analysis window showing internal method names instead of readable text.
Build PipelineFixUUM-150888
Fixed an issue where the Editor leaked descriptor memory on every window repaint when using DirectX 12, which could crash long Editor sessions.
DX12FixUUM-159625
Fixed an issue where Project Auditor showed an unnamed assembly and an unreadable compiler message with no error code when an MSBuild build failed before compiling, for example because of a circular assembly definition reference. (UUM-157442) First seen in 6000.7.0b7.
EditorFixUUM-157442
Fixed an issue where the Cameras overlay did not list or select the Prefab's camera in Prefab Mode.
EditorFixUUM-156200
Fixed Hierarchy and Scene View search synchronisation.
EditorFixUUM-150981
Fixed Project Auditor showing as Not Responding in the Background Tasks window during code analysis when MSBuild compilation is enabled. (UUM-157438) First seen in 6000.7.0b7.
EditorFixUUM-157438
Fixed render requests with cubemap destination rendering nothing when render graph is enabled.
EditorFixUUM-147726
Fixed the Editor freezing after a build when Project Auditor's "Log number of issues after Build" is enabled and the build changes scripting define symbols.
EditorFixUUM-159105
Fixed toolbar overflow sometimes remaining hidden. (UUM-153019) First seen in 6000.7.0b1.
EditorFixUUM-153019
Project Auditor: Split Migrate to URP step 3 into 2 stages: analysis and fix issues. (UUM-159566) First seen in 6000.7.0b8.
EditorFixUUM-159566
Project Auditor: Split Migrate to URP step 3 into 2 stages: analysis and fix issues. (UUM-159567) First seen in 6000.7.0b8.
EditorFixUUM-159567
Updated included VCRedist to 14.51.36247 for the Windows Editor.
EditorFixWindowsUUM-156578
Fixed a bug where mixed lights appear fully occluded when using APV and having L2 spherical harmonics disabled.
Fixed an issue where baking lighting with the Unified lightmapper on macOS produced non-finite values in lightmaps for meshes with degenerate triangles. (UUM-146654) First seen in 6000.7.0a3.
GIFixmacOSUUM-146654
Fixed issue where Surface Cache brightness would erroneously flicker for patches that were switching from one cascade to another. (UUM-158977) First seen in 6000.7.0b8.
Fixed Surface Cache global illumination from a Color environment light rendering black after restarting the Editor. (UUM-151921) First seen in 6000.7.0b1.
Fixed UnifiedRayTracing adding all meshLOD levels in the Compute path. (UUM-159594) First seen in 6000.7.0b7.
Fixed an issue where converting a variable node with Set value in graph enabled to a constant left an orphaned wire connected to its input. (UUM-155546) First seen in 6000.7.0b3.
Graph ToolkitFixUUM-155546
Fixed a crash in Mesh.GetIndices after Mesh.SetLod, Mesh.SetLods, or MeshData.SetLod accepted a MeshLodRange whose indexStart plus indexCount exceeded the 32-bit range. (UUM-158653) First seen in 6000.7.0b6.
GraphicsFixUUM-158653
Fixed a crash when a build started while occlusion culling was baking in the background.
GraphicsFixUUM-114053
Fixed an error "Cannot use Store Action Store in memoryless color attachment" that the Editor logged for memoryless render textures.
GraphicsFixUUM-154195
Fixed an issue where URP and HDRP did not upgrade materials when you imported a project with -batchmode -quit.
GraphicsFixUUM-153768
Shader Build Settings UI now shows error for invalid Shader Constant Defines.
GraphicsFixUUM-153573
Unexpected failures in Vulkan swapchain are now correctly logged.
Linked bug report
UUM-153744: Crash on SIGSEGV in vk::OnscreenSwapChain::AcquireNextImage when vkAcquireNextImageKHR returns VK_TIMEOUT

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

Retrieved 2026-11-11
GraphicsFixUUM-153744
Fixed input events queued from InputSystem.onBeforeUpdate or InputSystem.onDeviceChange on a frame where a device was connected or changed being processed a frame late, or lost when the input event buffer was full. (UUM-158878) First seen in 6000.7.0a6.
Input SystemFixUUM-158878
Fixed the Input Actions editor moving the selection to the next action, and expanding it, when undoing a duplicated binding. (UUM-153990) First seen in 6000.7.0b2.
Input SystemFixUUM-153990
Fixed FixedString and NativeText Append(Unicode.Rune) leaving the string 4 bytes longer with stale bytes when appending an invalid rune. (UUM-158951) First seen in 6000.7.0b6.
KernelFixUUM-158951
Fixed FixedString.Append(float) writing a wrong, larger number for subnormal float values. (UUM-158950) First seen in 6000.7.0b6.
KernelFixUUM-158950
Fixed an issue where the Unity Transport network simulator reordered packets that were sent in the same update with a send delay and no jitter. (UUM-159120) First seen in 6000.7.0b6.
MultiplayerFixUUM-159120
Fixed the Multiplayer Play Mode window and virtual players not working after Multiplayer Play Mode was disabled and re-enabled in Preferences.
MultiplayerFixUUM-153152
Unity Transport: fix a possible failure to re-establish a connection when re-homing (when the local IP address changes) if using DTLS.
NetworkingFixUUM-154831
Fixed a mover colliding with the back of a chain segment. (UUM-159731) First seen in 6000.7.0a1.
Physics 2DFixUUM-159731
Fixed contacts being kept after a continuous collision when the shapes were no longer touching. (UUM-159731) First seen in 6000.7.0a1.
Physics 2DFixUUM-159731
Fixed incorrect collision at chain segments that have overlapping neighboring vertices. (UUM-159731) First seen in 6000.7.0a1.
Physics 2DFixUUM-159731
Fixed pre-contact callbacks not being called for shapes that were already resting in contact. (UUM-159731) First seen in 6000.7.0a1.
Physics 2DFixUUM-159731
Fixed triggers not reporting overlaps that the "Either" contact filter mode, or a shared positive group index, allows. (UUM-159731) First seen in 6000.7.0a1.
Physics 2DFixUUM-159731
Fixed CPU and GPU spikes in Play mode while the Profiler window is open.
ProfilerFixUUM-153018
Fixed aliases conflicting when multiple namespaces with the same name use different alias sources, and the AutoStaticsCleanup is used.
ScriptingFixUUM-158160
Fixed an issue where MonoBehaviours loaded from AssetBundles showed as missing scripts in Players when their assembly was loaded at runtime.
Linked bug report
UUM-159333: AssetBundle MonoBehaviour shows as missing script in standalone Player when its assembly is loaded at runtime with Assembly.Load

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

Retrieved 2026-11-11
ScriptingFixUUM-159333
Fixed an issue where MSBuild errors that stopped a script build before compiling were reported with an internal stack trace and no error code when using -enable-msbuild. (UUM-157442) First seen in 6000.7.0b7.
ScriptingFixUUM-157442
Fixed exceptions not being logged when thrown from async Awaitable message methods such as Awake, Start, and OnEnable.
ScriptingFixUUM-155273
Fixed Plane.Equals returning true for planes with different hash codes, which caused HashSet and Dictionary lookups to fail.
ScriptingFixUUM-157345
Fixed the Smart Strings TimeFormatter writing "1 hore" instead of "1 hora" for Spanish time spans of one hour. (UUM-158914) First seen in 6000.7.0b6.
ScriptingFixUUM-158914
Fixed an ObjectDisposedException when a search expression ended a query that was still running.
SearchFixUUM-144924
Fixed Search event handlers being silently dropped when several handlers belonged to the same object. (UUM-151496) First seen in 6000.7.0b1.
SearchFixUUM-151496
Fixed search expressions such as count, empty and tonumber returning wrong results or errors while results were still loading.
SearchFixUUM-150890
Fixed the query block selector sometimes showing an empty list when its propositions were slow to load. (UUM-151497) First seen in 6000.7.0b1.
SearchFixUUM-151497
Fixed the "+" button in the Inspector not adding more than one element to bool arrays and lists.
SerializationFixUUM-159259
Fixed "Local keyword space index cache out of sync." errors and possible crashes when the Editor rendered asset previews after a shader reload.
ShadersFixUUM-143941
Fixed a player freeze when switching scenes repeatedly with a preloaded ShaderVariantCollection.
Linked bug report
UUM-156125: Player stops responding permanently when scenes are repeatedly switched with SceneManager.LoadSceneAsync

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

Retrieved 2026-11-10
ShadersFixUUM-156125
Fixed material variants that kept an old property value after the base material changed, when an intermediate variant locked that property.
ShadersFixUUM-158581
Fixed an "Overflow in memory allocator" fatal error when rendering a terrain with details from a camera extremely far away from it, such as a Scene view restored at a very distant position.
Linked bug report
UUM-155070: “Overflow in memory allocator. UnityEditor.GUIView:ProcessEvent (UnityEngine.EntityId,intptr,bool&)“ pop-up warning when opening a specific scene

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

Retrieved 2026-11-10
TerrainFixUUM-155070
Fixed an issue where an unclosed rich text tag at the end of the text, such as <br, was parsed as a complete tag.
TextMeshProFixUUM-158156
Fixed a crash or corrupted Transform when undoing the addition of a Layout Group component to a GameObject that did not have a RectTransform.
Linked bug report
UUM-157935: Crash on HierarchyGameObjectHandler::AddOrUpdateNodeTransformCallback when having Colliders on parent and child GameObjects and removing a Layout Group Component from the parent

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

Retrieved 2026-11-11
uGUIFixUUM-157935
Fixed a player crash when a UI animation clip played with a near-zero animation-duration and an infinite animation-iteration-count. (UUM-158402) First seen in 6000.7.0b6.
UI ToolkitFixUUM-158402
Fixed a variable set or edited on a style rule in the Inspector not updating the elements it styles until the style sheet was imported again, such as in Play mode. (UUM-159808) First seen in 6000.7.0b9.
UI ToolkitFixUUM-159808
Fixed ListView items getting stuck on screen when reordering with multiple fingers on touch devices with reorderMode set to Animated.
UI ToolkitFixUUM-117689
Fixed MultiColumnListView and MultiColumnTreeView keeping their widest width inside a ScrollView after the window got narrower.
UI ToolkitFixUUM-142157
Fixed SVG import giving rects and ellipses the wrong size when their width, height, rx or ry is set in percentages.
UI ToolkitFixUUM-157325
Fixed the tab view wrongfully de-attaching. (UUM-158875) First seen in 6000.7.0b8.
UI ToolkitFixUUM-158875
Fixed an issue where a Render Pipeline Converter scan did not list assets that were created or modified just before the scan started.
Fixed an issue where changing Shadow Layers with multiple Lights selected only updated the first Light, and undo did not revert it. Lights in scenes saved before this fix might keep outdated shadow layers if they were edited this way; set their Shadow Layers again to update them.
Fixed an issue where the Render Pipeline Converter's Animation Clip converter sometimes did not report animation clips used by an Animator Controller, so repeated scans of an unchanged project returned different results.
Fixed forward-only materials, such as Complex Lit, not receiving additional light shadows when the Rendering Path is set to Deferred and Transparent Receive Shadows is disabled.
Fixed lights missing from parts of the screen with the Forward+ or Deferred+ rendering path for some spot light orientations and for spot lights close to the camera's near plane.
URPFix
Fixed spot lights behind the camera losing the top of their lit area when using the Forward+ or Deferred+ rendering path.
Fix case where ideo is not rendered when the VideoPlayer GameObject is disabled and re-enabled after playback starts while using Material Override render mode
Fix Crash on "pqInit" when SpriteShapeUtility.Generate is given a closed shape with two coincident control points. Note this API is specific to an old Spriteshape package and will be deprecated in an upcoming version. Please refer to SpriteShapeGenerator.cs in the Spriteshape package for any future use of Triangulation.
Fix Crash on SpriteAtlas::GetSpritesScripting when passing null to SpriteAtlas.GetSprites
Fix editor crash in SpriteDataAccessExtensions::SetVertexCount when the count is negative
Fix issues where Unsaved Changes Detected pop-up are doubled after editing Sprite Atlas asset if it was open on multiple Inspector windows and choosing the Discard option
2DFixWindowsUUM-151573
Fixed a "No script asset for ShadowCasterPath" warning when you undo or redo a Shadow Caster 2D shape edit in Play mode.
Linked bug report
UUM-152935: "No script asset for ShadowCasterPath." warning is thrown after performing Undo action for ShadowCaster shape changes in Play Mode

Steps to reproduce: Open the attached project Open the SampleScene Enter Play mode Switch to Scene View Select the Triangle object in the Hierarchy Press the Edit Shape Button for the ShadowCaster2D component in the Inspector window Change the ShadowCaster's shape Perform an Undo action Observe the Console window Actual results: Undo action is performed correctly, however "No script asset for …

Retrieved 2026-11-10
Fixed a case where in In 3D Editor mode, textures did not generate Sprite subassets when imported as SpriteSprite Generation.
Linked bug report
UUM-142920: In 3D editor mode, textures do not generate Sprite subassets when imported as Sprite

Steps to reproduce: Open 3D project or switch Behaviour Mode to 3D in Project Settings > Editor Add texture/image to Assets In Inspector, switch Texture Type from Default to Sprite Observe no Sprite subasset generated Note: In 2D editor mode, Sprite subasset is generated even when Sprite Mode is Multiple by default Actual results: Expected results: Reproducible with versions: 6000.6.0a5 Not re…

Retrieved 2026-11-09
Fixed a crash when entering Play Mode with a Tilemap whose tiles re-enter the Tilemap API during StartUp.
Fixed a NullReferenceException thrown every frame by a 2D Light of type Provider whose Light2DProvider returns no mesh.
Fixed a NullReferenceException when a Light 2D created from a script is set to Freeform without a shape path.
Linked bug report
UUM-154810: "NullReferenceException" error is thrown in LightUtility.GenerateShapeMesh when a Light 2D created from a script is set to Freeform

Steps to reproduce: 1. Create a new Unity project using Universal 2D Template 2. Add attached “QAFreeformNRE.cs” script to project and add it to any GameObject in Hierarchy window 3. Enter Play Mode 4. Observe the Console window Actual results: “NullReferenceException: Object reference not set to an instance of an object” error is thrown in the Console window Expected results: no exception is …

Retrieved 2026-11-11
Fixed an issue where a LineRenderer or TrailRenderer with Mask Interaction set to None was clipped by a Sprite Mask when another LineRenderer or TrailRenderer using the same material had Mask Interaction enabled.
Fixed an issue where a Point Light 2D lost its cookie sprite when a project saved in Unity 6.0 or 6.3 was opened in a newer version.
Linked bug report
UUM-156931: Point Light 2D loses its Cookie when a project saved in Unity 6.0 or 6.3 is opened in 6.5 or newer

Steps to reproduce: Open the attached project (saved in 6000.3.24f1) with 7000.0.0a8 and click Continue in the "Project Upgrade Required" dialog Open the "CookieUp" Scene Select "Point Light 2D with cookie" in the Hierarchy In the Inspector, open the kebab menu and select Debug Look at "Light Cookie Sprite" on the Light 2D component Actual results: "Light Cookie Sprite" is None (the cookie ref…

Retrieved 2026-11-10
Fixed an issue where changing the SpriteAtlas option in EditorSettings results in render artifacts.
Fixed an issue where creating a Tile from the Tile Palette failed when the destination folder name contained a dot.
Fixed an issue where rotating a multi-layer brush on a Hexagon Tilemap merged its Z layers and lost tiles.
Fixed an issue where undoing an erased Tile did not restore the Tile's GameObject.
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.
Linked bug report
UUM-145359: Tiles inherit Normal Maps from other Tiles when no Normal Map is assigned

How to reproduce: 1. Open the attached “IN-145873” project 2. Open the scene “SampleScene” 3. Observe the Scene view Actual result: Pipe tiles have Walkway tiles' normal texture rendered on them Expected result: Pipe tiles should not have any normal texture rendered on them Reproducible with: 6000.0.0f1, 6000.0.78f1, 6000.3.18f1, 6000.4.12f1, 6000.5.1f1, 6000.6.0a7 Reproducible on: Windows 11 …

Retrieved 2026-11-09
Fixed ArgumentException when using overlay camera in 2D Renderer.
Linked bug report
UUM-148111: "ArgumentException: An item with the same key has already been added" is thrown when the Base and Overlay cameras of a 2D camera stack use different Renderers

Reproduction steps: Open the attached "IN-145480_REPRO" project Open the "Assets/Scenes/SampleScene.unity" scene Make sure both the Game view and the Scene view are visible Enter Play Mode Observe the Console Actual result: The Console continuously prints "ArgumentException: An item with the same key has already been added" Expected result: No error is thrown Reproducible with: 6000.0.0b11, 60…

Retrieved 2026-11-10
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 crash with multiple stack traces when Sprites with a high resolution get Sliced to a Grid with a small cell size in the Sprite Editor.
Fixed case where Sprite is not rendered in a SRP Batcher when Sprite Mask is removed after it was previously set.
Fixed child GameObjects of a Tile's instantiated GameObject remaining in the Scene after exiting Play mode or reloading the Scene.
Fixed duplicate global light error when building a player.
Fixed duplicate Sprite Editor window settings appearing in project settings.
Fixed error message when entering fast playmode with Sprite Editor Window changes.
Linked bug report
UUM-146790: Exception "AssetDatabase.ForceReserializeAssets cannot be used when in play mode" is thrown when entering Play Mode with unapplied Sprite Editor changes and Reload Domain disabled

Steps to reproduce: Create a new Universal 2D project via Unity Hub Edit > Project Settings > Editor > "Enter Play Mode Settings": enable Enter Play Mode Options and disable Domain Reload In the Project Browser right click and Create > 2D > Sprites > Triangle and Select the texture In the Inspector click "Open Sprite Editor" (or Window > 2D > Sprite Editor) Draw a Cube Sprite container in the …

Retrieved 2026-11-09
Fixed exception when creating new Tile asset when doing a drag and drop on a Tile Palette that is open for edit.
Linked bug report
UUM-143122: MissingReferenceException during image import to Tile Palette when in Tile Palette Edit mode

Steps to reproduce: Create and open a new 2D UPR project Create a Triangle Sprite png in the Project tab (Create -> 2D Sprite -> Triangle) Create a Tilemap grid in the Hierarchy Open it in the Tile Palette window Create a new Tile Palette Enable the Tile Palette Edit mode Drag the Triangle png into the canvas Create an asset from the png Observe the Console and Tile Palette Actual results: "Mi…

Retrieved 2026-11-09
Fixed GridLayout.GetBoundsLocal(Vector3Int) returning bounds that were not centered on the cell.
Fixed IndexOutOfRangeException errors thrown while editing a Freeform Light 2D shape whose edges overlap.
Linked bug report
UUM-153123: IndexOutOfRangeException Errors are thrown when editing 2D Freeform light and shape's edges overlap

Steps to reproduce: Open the attached project Open the SampleScene Select the Freeform Light 2D object in the Hierarchy In the Inspector window, click the Edit Shape button In the Scene view, Edit the shape in a way, that edges overlap each other (Reference video attached) Actual results: Multiple IndexOutOfRangeException errors are thrown while editing the Shape Expected results: No errors or…

Retrieved 2026-11-10
Fixed instanced sprite rendering producing incorrect results when a custom MaterialPropertyBlock is applied to a SpriteRenderer.
Fixed intermediate texture not created when requested by render pass.
Linked bug report
UUM-145892: RenderGraph Blit/Copy sample throws "texture handle does not have a valid descriptor" error when the Copy Render Feature is used with the 2D Renderer

How to reproduce: Open attached "IN-145916_Rendererror.zip" project Enter Play mode Observe the Console Actual result: "Render Graph Execution error", ArgumentException "texture handle does not have a valid descriptor" errors are thrown in the Console Expected result: No errors are thrown Reproducible with: 6000.0.0f1, 6000.0.78f1, 6000.3.18f1, 6000.5.1f1, 6000.6.0b1, 6000.7.0a1 Reproducible o…

Retrieved 2026-11-09
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.
Linked bug report
UUM-143650: Light2D causes memory leak when unloading scene with UnloadSyncAsync

How to reproduce: Open the attached "IN-144029" project Open the SampleScene Open the Profiler. Window >Analysis> Profiler Enter Play mode Observe the Memory Profiler and see initial memory usage Hold spacebar for 30-70 seconds Observe the Memory Profiler and see how memory usage changed Actual Result: Light2D does not destroy runtime created mesh, causing a memory leak Expected result: Light2…

Retrieved 2026-11-09
Fixed LineRenderer not initializing correctly when toggling enable on game object.
Linked bug report
UUM-147747: LineRenderer using URP SpriteLitDefault Material becomes invisible when animating its "Material._Renderer Color" property and disabling and reenabling the GameObject

Steps to reproduce: 1. Create a new 2D URP project 2. Open the “SampleScene” scene 3. Create a new GameObject with Animator and LineRenderer components 4. Create a Material using the Universal Render Pipeline/2D/Sprite-Lit-Default shader, and assign any texture to the “Diffuse” slot 5. Assign the Material to the LineRenderer. 6. Create an animation for the GameObject 7. Add the LineRenderer's …

Retrieved 2026-11-10
Fixed metal shader errors for RenderingLayerMask pass. (D2D-8107)
2DFix
Fixed NaN bounds warning for Graphics.RenderSprite.
Linked bug report
UUM-147102: Graphics.RenderSprite logs a spurious "bounds contain NaN/Inf" warning when RenderParams.worldBounds is set to a valid finite Bounds

Steps to reproduce: Create a new project via Unity Hub using the Universal 2D template Import the attached script RenderSprite_worldBounds_NaN_Repro.cs - drag it into the Project window (Assets folder) and let it compile. Open the sample scene. Create an empty GameObject: GameObject > Create Empty. Leave its Transform Position at (0,0,0). Select the GameObject, and in the Inspector click Add C…

Retrieved 2026-11-10
Fixed normals maps for flipped Tiles when using TilemapRenderer in Chunk mode.
Linked bug report
UUM-143429: Flipped Tiles with normal maps are inverted with TilemapRenderer with Chunk Mode

From https://discussions.unity.com/t/inverted-normal-map-for-flipped-tile-in-chunk-tilemap/1717641 Steps to reproduce: Follow user's reproduction steps from discussions thread Actual results: Normals are inverted for flipped Tiles Expected results: Normals are not inverted for flipped Tiles Reproducible with versions: Not reproducible with versions: Can’t test with versions: Tested on (OS): No…

Retrieved 2026-11-09
Fixed Render Objects feature failing when depth buffer is disabled.
Linked bug report
UUM-153342: Rendering fails and errors are thrown each frame when Render Objects Renderer Feature is added with Depth/Stencil Buffer disabled

Steps to reproduce: Create and open a new URP 2D project Select the Renderer2D asset in Assets/Settings Untick the "Depth/Stencil Buffer" Add "Render Objects" Renderer Feature at the bottom Observe the Game/Scene view and Console Actual results: Game/Scene view fail to render, NullReferenceExceptions and "Render Graph Execution error" are thrown Expected results: Game/Scene views continue to r…

Retrieved 2026-11-10
Fixed section headers for 2D/Grid Brush and 2D/Tile Palette preferences.
Linked bug report
UUM-149246: Section headers "Grid Brush Flood Fill Extents" and "Grid Brush Scene View Text" don't follow the documented header-sizing convention (Preferences > 2D > Grid Brush)

Steps to reproduce: Create or open a project Open Preferences > 2D > Grid Brush Compare the font size of the page title "Grid Brush" against its section headers "Grid Brush Flood Fill Extents" and "Grid Brush Scene View Text" For reference, compare against Preferences > 2D > Physics ("Physics" title vs "Colliders"/"Contacts" headers) or Project Settings > Analysis > Project Auditor ("Project A…

Retrieved 2026-11-10
Fixed Shadow Caster 2D so that the shape outline is drawn in the Scene view for every Casting Option, including Self Shadow and No Shadow.
Fixed shadows from a Shadow Caster 2D that uses a Collider 2D (for example a Tilemap Collider 2D) as its casting source flickering in the Scene and Game views.
Linked bug report
UUM-147033: ShadowCaster2D shadow flickers in the Editor's Scene and Game Views when Tilemap Shadow Caster's Casting Source is set to Tilemap Collider 2D

Steps to reproduce: Open the attached project Open the "Level" scene (Assets/Scenes/Level.unity) In the Hierarchy, select the "player_idle_0" Object Move cursor in and out of Scene or Game Views Observe the shadow cast by the "Ground" Tilemap (its ShadowCaster2D has Casting Source = Tilemap Collider 2D) Actual results: Lights flicker intermittently ignoring Shadow Casters Expected results: Lig…

Retrieved 2026-11-11
Fixed Sprite Renderer reporting itself as SRP Batcher compatible while a Material Property Block was set on it, which kept Sprite Skins on GPU deformation.
Fixed sprites and UI not rendering on some OpenGL ES devices when the 2D Renderer Depth/Stencil Buffer setting is disabled.
Fixed the active Brush changing to the last selected Brush Pick when the Brush Pick filter was toggled on and off.
Fixed the camera sorting layer texture resolution being affected by the Render Scale setting on the 2D Renderer.
Linked bug report
UUM-151723: Camera sorting layer texture is affected when changing Render Scale on Renderer2D

How to reproduce: Open the attached “IN-152053” project Open the “SampleScene” scene In the Project window navigate to the Assets\Settings folder and click on Renderer2D In the Inspector window change the Render Scale to some lower value Observe the Game view Actual result: Sprite resolution changes and it gets more pixelated Expected result: Sprite resolution does not change Reproducible with…

Retrieved 2026-11-10
Fixed the Grid Selection transform and color fields accepting input that was silently discarded when the selection contains no Tiles. The fields, selection tools and Delete Selection button are now disabled in that case.
Fixed the Open Tile Palette button and Tilemap Focus dropdown not filling the full width of their Scene view overlay.
Linked bug report
UUM-151417: "Open Tile Palette" menu item doesn't fully fill the width of its dropdown overlay in the Scene view

How to reproduce: 1. Create a new Unity project using the Universal 2D template 2. In the Project window, right-click -> Create -> 2D -> Tiles -> Hexagonal Rule Tile 3. Select the created Asset 4. In the Scene view, observe the "Open Tile Palette" Overlay Expected results: The "Open Tile Palette" menu item fills the full width of the Overlay Actual results: The "Open Tile Palette" menu item is…

Retrieved 2026-11-10
Fixed the Sprite Frame field edit lock override info box in Project Settings > Sprite Editor staying visible after the checkbox automatically unticks itself when the Sprite Editor window closes.
Linked bug report
UUM-153407: Info box is still displayed after the "Sprite Frame field edit lock override" checkbox is automatically unticked

Reproduction steps: 1. Create a new Universal 2D project 2. Create any Sprite (Create > 2D > Sprite) 3. Edit > Project Settings… > Sprite Editor 4. Enable Sprite Frame field edit lock override and observe the info box that appears below it 5. Select newly created Sprite Asset and click “Open Sprite Editor” button 6. Close the Sprite Editor window and observe Project Settings > Sprite Editor Ac…

Retrieved 2026-11-10
Fixed the Sync Active Palette button in the Tile Palette window being cut off or hidden when the window is resized horizontally.
Linked bug report
UUM-152530: Sync Active Palette button in the Tile Palette window is easily cut off or covered due to horizontal window scaling

Steps to reproduce: Open the attached project Observe the Sync Active Palette button next to the Tile Palette drop-down Scale the Tile Palette window horizontally and observe the button Actual results: The button gets easily cut off or covered as other elements are prioritised, leaving it inoperable despite free space being present Expected results: The Sync Active Palette button remains visib…

Retrieved 2026-11-10
Fixed Tile Palette automatic cell size using the largest Sprite size when Sprite sizes are exact multiples of the smallest Sprite size, up to 64 times.
Fixed Tilemap not updating in the Scene view when the Sprite property of an assigned Tile asset is changed in the Inspector.
Linked bug report
UUM-144070: Tilemap does not update when the Sprite property of an assigned Tile asset is changed

Steps to reproduce: Create a new 2D URP project Import the attached "TestTile" folder into the Assets In the Hierarchy, right-click > 2D Object > Tilemap > Rectangular Select the imported "TestTile.asset" from the Project window In the Inspector, assign the "TestSprite" into the Sprite property Select the "Tilemap" from the Hierarchy Drag the "TestTile" onto the Scene view Observe the Scene vi…

Retrieved 2026-11-09
Fixed TilemapRenderer flicker when editing Grid Selection scale/rotation.
Linked bug report
UUM-146002: Tile Sprite flickers when using Grid Selection Scale and Rotation axis sliders

Reproduction steps: 1. Create a new Universal 2D project 2. Window > 2D > Tile Palette > Create New Tile Palette > Create 3. Create > 2D > Sprite 4. Drag newly created Sprite into the Tile Palette window 5. Click “Paint with active brush” button and select Sprite tile in the Tile Palette window 6. Paint Sprite onto the grid in the Scene view 7. Click “Select an area of the grid” button and sel…

Retrieved 2026-11-09
Fixed TilemapRenderer rendering regressions for Individual mode and Hexagonal/Isometric Chunk mode.
Fixed Tiles in the Tile Palette window rendering in solid grey after exiting Play mode when Domain Reload is disabled.
Fixed URP 2D editor-only icons being included in player builds.
Inspector - Unsaved Changes Detected pop-up shows for each Inspector window when editing Sprite Atlas asset
Move filter field outside of scroll area in Tile Palette Active Targets dropdown.
Linked bug report
UUM-143328: Tilemap dropdown scrollbar does not update after filtering and overlaps dropdown search field

Reproduction steps: 1. Create a new Universal 2D project 2. Create any Tilemap (Window > 2D > Tile Palette > Create New Tilemap) 3. Duplicate the Tilemap GameObject in the Hierarchy until a scrollbar appears in the Tilemap dropdown 4. Enter any text in the Tilemap dropdown search bar to produce some or no results 5. Observe the Tilemap dropdown Actual result: Scrollbar remains visible in the d…

Retrieved 2026-11-09
Outline Detail in Multiple mode is not set when using Delaunay Subdivision.
Platform specific overrides panel for Sprite Atlas asset does not support Undo or Redo operations
Resize Tile Palette Active Targets dropdown when filter is active.
Linked bug report
UUM-143328: Tilemap dropdown scrollbar does not update after filtering and overlaps dropdown search field

Reproduction steps: 1. Create a new Universal 2D project 2. Create any Tilemap (Window > 2D > Tile Palette > Create New Tilemap) 3. Duplicate the Tilemap GameObject in the Hierarchy until a scrollbar appears in the Tilemap dropdown 4. Enter any text in the Tilemap dropdown search bar to produce some or no results 5. Observe the Tilemap dropdown Actual result: Scrollbar remains visible in the d…

Retrieved 2026-11-09
Sprite Frame edit capability is now saved and will only be loaded for importers that has the capability.
Linked bug report
UUM-146463: Locked properties are not retained when refreshing Sprite Editor window

Steps to reproduce: Create a new 2D project Go Assets > Create > 2D > Sprites > Triangle Select it and click "Open Sprite Editor" In the Sprite Editor, click on the lock (Toggle Sprite Editor locks.) icon Lock any item Close Sprite Editor Re-open Sprite Editor and observe the locks Actual results: Locked properties are not retained and are editable again Expected results: Locked properties are…

Retrieved 2026-11-09
The Console now shows the "More than one global light on layer" error when a 2D Light is set to Global in the Light Explorer.
The Light 2D inspector now shows an error on Freeform lights when the 2D Common package (13.0.0 or newer) is not installed, since only the light's falloff edge renders without it.
Undo and Redo now fully revert a pick in the Shadow Caster 2D Casting Source dropdown and the Light 2D Light Type dropdown, so the inspector shows the right fields.
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.
Linked bug report
UUM-146950: TalkBack announces a redundant "checked" on top of the "on" state for Toggle accessibility nodes

Steps to reproduce: Open the project at [Internal link] Buid & run for Android Tap the UI Controls button Check the Toggle Element Turn TalkBack on Tap the Toggle Element Actual results: TalkBack announces a redundant "checked" on top of the "on" state. Expected results: TalkBack only announces the "on" state. Reproducible with versions: 6000.0+ Tested on (OS): Android, iOS

Retrieved 2026-11-10
AccessibilityFixAndroidUUM-146950
Fixed the Accessibility Hierarchy Viewer displaying the previous Play session's accessibility hierarchy after exiting Play mode.
AccessibilityFixUUM-147419
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.
Linked bug report
UUM-146949: TalkBack is very slow to navigate away from Dropdown accessibility nodes

Steps to reproduce: Open the project at [Internal link] Buid & run for Android Tap the UI Controls button Turn TalkBack on Navigate by swipe all controls down to Slider Element Navigate backwards up to Text Field Element Actual results: TalkBack is very slow to navigate away from Dropdown Element regardless of the navigation direction. Expected results: TalkBack navigation is snappy for all ac…

Retrieved 2026-11-10
AccessibilityFixAndroidUUM-146949
Fixed the Windows player crashing at shutdown once a UI Automation client (e.g. a screen reader) has interacted with the application.
AccessibilityFixWindowsUUM-146676
Fixed the Windows player crashing on quit when a UI Automation client (e.g. a screen reader) is running.
AccessibilityFixWindowsUUM-157903
Fixed AssistiveSupport.screenReaderStatusChanged not being supported by Narrator (the Windows built-in screen reader).
Linked bug report
UUM-147175: Narrator does not support AssistiveSupport.screenReaderStatusChanged

Steps to reproduce: Open the project at [Internal link] Buid & run for Windows Turn Narrator on, then off. Actual results: The Screen Reader status at the bottom of the screen doesn't change according to Narrator's status. Expected results: The Screen Reader status at the bottom of the screen changes according to Narrator's status. Reproducible with versions: 6000.3+ Tested on (OS): Windows 11

Retrieved 2026-11-09
AccessibilityFixWindowsUUM-147175
Fixed Adaptive Performance samples in XR so the user's camera faces the sample content.
Adaptive PerformanceFixXR
Fixed indexer logic to handle when low utilization and thermal values cause performanceAction to become StateAction.Increase, indicating we have headroom to increase quality.
Adaptive PerformanceFix
Gate Adaptive Performance settings during package operations.
Linked bug report
UUM-140197: Play Mode can be entered when disabling Adaptive Performance and pressing either the Play Mode button or the keyboard shortcut to enter Play Mode before recompilation leading to errors and warnings thrown

Steps to reproduce: Create a new Unity project using the Universal 3D template Open the Project Setting window (Edit > Project Settings) Open the Adaptive Performance tab Enable Adaptive Performance Disable Adaptive Performance Quickly press the Play Mode button or the shortcut to enter Play Mode (command+p) Observe the Console window Actual results: "ScriptableSingleton already exists. Did yo…

Retrieved 2026-11-09
Adaptive PerformanceFixUUM-140197
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.
Linked bug report
UUM-134462: Crash with multiple stack traces when baking a specific Navmesh Surface

How to reproduce: 1. Open the attached “IN-130259” project 2. Open the “Eldara” scene 3. In the Hierarchy, search for “nav“ 4. Click on the “NavMesh Surface” GameObject 5. In the Inspector, click “Bake” 6. Wait for ~5 minutes 7. Observe the crash Reproducible with: 2.0.5 (6000.0.38f1), 2.0.10 (6000.0.0b13, 6000.0.68f1, 6000.3.9f1, 6000.4.0b9, 6000.5.0a7) Could not test with: 6000.0.0b12 (could…

Retrieved 2026-11-09
Fixed the order of the two portal points returned for a NavMesh link, so that the first one is on the left and the second on the right also for a path that leaves the link. This applies to the results of NavWorld.GetPortalPoints and NavMeshQuery.GetPortalPoints.
Linked bug report
UUM-152707: NavWorld.GetPortalPoints() returns reversed left and right points between Link and Polygon

Steps to reproduce: Download the [Internal link] file, unarchive the project and open it. Open scene ShowPathCorridorDebug. Look at the green path drawn in the Scene view between objects Agent and FindPathExample. Alternative steps to reproduce: Create a scene with at least two NavMeshes connected through a NavMeshLink Use NavWorld to obtain a path between the two NavMeshes Use NavWorld.GetPor…

Retrieved 2026-11-11
NavMeshAgents created or teleported inside box NavMeshObstacles could not move out of the obstacles.
Linked bug report
UUM-146477: NavMeshAgents trapped inside NavMeshObstacles move erratically

Steps to reproduce: Extract and open the project in [Internal link]. Open scene PressPlayToCreateScene.unity . Press play to start the scene. Observe the movement of the NavMeshAgents in the scene. To make it easier to notice the agents and obstacles in the scene view, you can select the object SpawnAgentsAndObstacles, and possibly enable the Wireframe view. Actual results: Some Agents jump ar…

Retrieved 2026-11-09
The sourceBounds from a NavMeshData object generated far from origin were incorrectly including the origin. These bounds now wrap tightly around the meshes used for building the NavMesh.
Linked bug report
UUM-152672: NavMeshData sourceBounds include the build origin when all sources are on one side of the origin position

Reproduction steps: 1. Open the attached project “NavMeshTest” 2. In the Hierarchy window select “NAV MESH 1” GameObject 3. In the Inspector window Bake the NavMeshSurface 4. In the Hierarchy window select “NAV MESH 2” GameObject 5. Repeat step 3 6. Inspect “NAV MESH 1” and “NAV MESH 2” bounds in the Game view Expected result: Bounds for both GameObjects only include geometry Actual result: Bo…

Retrieved 2026-11-10
Updated nav agent to ignore and warning about a path being set from a navigation surface not matching the agent's Id.
Linked bug report
UUM-108989: Navigation Agent stops moving where multiple different NavMesh Surfaces overlap when the "NavMeshAgent.SetPath" method is used

How to reproduce: 1. Open the “BugTest.zip“ project 2. Open the “SampleScene“ 3. Enter Play Mode 4. Observe the red Capsule Game Object in the Game view Expected result: The red Capsule eventually reaches the purple Cube Actual result: The red Capsule starts moving but then stops where different NavMesh Surfaces overlap Reproducible in: 1.1.1, 2.0.8 (2021.3.52f1, 2022.1.0a1, 2022.3.63f1, 6000.…

Retrieved 2026-11-09
Added Scripting documentation for PlayerSettings.Android.compileSdkVersion.
AndroidFix
Fixed "Failed to find target with hash string android-37" when Target API Level 37 is selected.
Linked bug report
UUM-150216: Build fails with "Failed to find target with hash string 'android-37'" when Target API Level 37 is selected

How to reproduce: 1. Open the attached “IN-151630.zip” project 2. Go to Build Profiles (File → Build Profiles) 3. Build for Android 4. Observe the Console window Actual result: The build fails Expected result: The build finishes successfully Reproducible with: 6000.0.82f1, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Could not test with: 6000.0.0f1 (Android API 37 not supported error) Rep…

Retrieved 2026-11-10
AndroidFixUUM-150216
Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks.
AndroidFixUUM-146922
Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks.
AndroidFixUUM-147085
Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks.
Linked bug report
UUM-147144: Crash on "GetAndroidFallbackSystemFonts" when an error is logged into Console in the Player

How to reproduce: 1. Create and open a new project 2. Create a C# script and add the following line to the Start method: “Debug.LogError(“SOME TEXT”);” 3. Attach the created script to any GameObject in the scene 4. Open Build Profiles (File > Build Profiles) 5. Create an Android profile, if there isn’t one 6. Switch to the Android profile 7. Enable Development build 8. Build and Run to a devic…

Retrieved 2026-11-10
AndroidFixUUM-147144
Fixed a crash when an app is relaunched with FLAG_ACTIVITY_CLEAR_TASK while it is already running.
AndroidFixUUM-158675
Fixed a crash when calling AnimatorController.CreateNewStateMachineBehaviour with a null MonoScript. It now throws an ArgumentNullException instead.
Linked bug report
UUM-150813: Crash on MonoScript::GetScriptTypeWasJustCreatedFromComponentMenu when the MonoScript argument of the method AnimatorController.CreateNewStateMachineBehaviour is null

How to reproduce: Open the attached "IN-150967" project In the menu bar, select "Bug Repro" > "AnimatorController null MonoScript" > "1. CrashCreateNewStateMachineBehaviour" Observe the crash Reproducible with: 6000.3.0a6 (6966ed4b28e1), 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Could not test with: 6000.0.0f1, 6000.0.82f1, 6000.3.0a5 (36d7e9fd6645) (Compilation errors: AnimatorControl…

Retrieved 2026-11-11
AndroidFixUUM-150813
Fixed a false-positive Java heap leak failure in the Android player-unloading integration test by excluding first-reload warmup from the baseline.
AndroidFixUUM-150246
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.
AndroidFixUUM-148378
Fixed an approximately 7 MB native memory leak per Application.Unload cycle when using GameActivity.
AndroidFix
Fixed an issue on OpenGL where Unity's render thread would attach/detach to the JVM multiple times in a frame, causing unnecessary allocations.
AndroidFixUUM-155309
Fixed an issue that caused lag in the Unity preferences text fields when Android support is installed.
AndroidFixUUM-147435
Fixed an issue where pressing the Back key twice was required to fully close the touch screen keyboard and its input field on Android 17 when Predictive Back support was disabled.
AndroidFixUUM-153547
Fixed Android native libraries having a GNU_RELRO segment that was not aligned to 16 KB. libc++_shared.so will stay unaligned until the next NDK update.
Linked bug report
UUM-156603: Core Android libraries fail to satisfy 16-KB page alignment when building for ARM64 using the IL2CPP scripting backend

How to reproduce: Create a new empty 3D project Navigate to File -> Build Profiles and switch the platform to Android Navigate to Edit -> Project Settings -> Player -> Other Settings Set Scripting Backend to “IL2CPP” and Target Architectures to “ARM64” Build the project to generate an APK Extract the built APK (e.g., rename to .zip and unzip) and navigate into the lib/arm64-v8a/ folder to loca…

Retrieved 2026-11-11
AndroidFixUUM-156603
Fixed Android version labels to match Google's naming.
AndroidFixUUM-150412
Fixed CanBuildWithSymlinkSources flakiness caused by parameterized runs sharing a temp export directory.
AndroidFixUUM-149303
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".
Linked bug report
UUM-149900: Android system bars do not hide automatically when System Bars Behavior is set to "Show Transient Bars By Swipe"

How to reproduce: 1. Create and open a new project 2. Navigate to Project Settings, Player tab (Edit > Project Settings > Player) 3. In the Android tab, under Resolution and Presentation, disable “Status Bars” and “Navigation Bars” 4. Set System Bars Behavior to “Show Transient Bars By Swipe” 5. Build and Run the project for Android 6. When the application starts, swipe to bring out the Naviga…

Retrieved 2026-11-10
AndroidFixUUM-149900
Fixed freeze when relaunching GameActivity immediately after unload in UaaL mode.
AndroidFixUUM-149857
Fixed mouse movement producing scroll values when the cursor is locked.
AndroidFixUUM-156720
Fixed problem with WebCamTexture not restoring on Android when "Run Without Focus" is set.
AndroidFixUUM-149681
Fixed SIGSEGV on Application.Quit() when the cursor was ever set.
AndroidFixUUM-153932
Fixed split APKs by target architecture all receiving the same version code.
Linked bug report
UUM-144372: ARM64 and ARMv7 APKs return the same version code when "Split APKs by target architecture" is enabled

Steps to reproduce: 1. Create a new project 2. Switch to Android build profile 3. Make sure both ARMv7 and ARM64 Target Architectures are turned on (Edit → Project Settings → Player → Android Tab) 4. Enable “Split APKs by target architecture” 5. Build the Android Player 6. Run “apkanalyzer manifest version-code <APK_PATH>” on both APKs in the terminal 7. Observe the terminal Actual result: Bot…

Retrieved 2026-11-09
AndroidFixUUM-144372
Fixed system bars not hiding automatically on Android 11 when using GameActivity and System Bars Behavior is set to "Show Transient Bars By Swipe".
Linked bug report
UUM-155415: Android navigation bar does not hide automatically when System Bars Behavior is set to "Show Transient Bars By Swipe" and entry point is set to "GameActivity"

How to reproduce: 1. Create and open a new project 2. Navigate to Project Settings, Player tab (Edit > Project Settings > Player) 3. In the Android tab, under Resolution and Presentation, disable “Status Bars” and “Navigation Bars” 4. Set System Bars Behavior to “Show Transient Bars By Swipe” 5. Under Other Settings, make sure Application Entry Point is set to GameActivity 6. Build and Run the…

Retrieved 2026-11-11
AndroidFixUUM-155415
Fixed the Compile SDK Version dropdown in Android Player Settings listing API levels that are lower than the minimum supported compile API level.
AndroidFixUUM-151786
Fixed WebCamTexture taking several seconds to resume after the app regains focus or another app releases the camera, for example in split-screen mode.
AndroidFixUUM-155066
Improved the "Missing Required API Level" dialog.
AndroidFixUUM-150206
Negative values for ``Screen.brightness`` now restore the device's preferred screen brightness.
Linked bug report
UUM-145925: Screen brightness is not set to a default value when Screen.brightness is set to a negative value

How to reproduce: 1. Open the attached “IN-146619” project 2. Build and Run for Android 3. Click the buttons in the scene to change the displays brightness 4. Observe the device Actual result: When clicking the default option the brightness is lowered to a minimum instead of setting it to default Expected result: When clicking the default option screens brightness is set to the default value R…

Retrieved 2026-11-09
AndroidFixUUM-145925
Re-enabled Java heap leak check in AndroidPlayerUnloading integration tests.
AndroidFix
Reduced verbosity for Play Core AssetPackManager probe log message.
AndroidFixUUM-143152
Relaxed AGP 9's stricter R8 keep rule enforcement.
Linked bug report
UUM-147136: InitializationProvider crash because of stricter R8 after AGP upgrade to 9.0+

Steps to reproduce: Open attached project Make sure minification is enabled Choose custom keystore in the Publishing settings Make sure dependencies are resolved (Assets -> External Dependency Manager -> Android Resolver -> Resolve) Build and run the project to the device Actual results: App crashes with 026/07/07 15:13:29.576 11131 11131 Error AndroidRuntime FATAL EXCEPTION: main 2026/07/07 1…

Retrieved 2026-11-10
AndroidFixUUM-147136
Stop requiring targetSdk's platform SDK to be installed in CheckAndroidSDK.cs.
AndroidFix
Updated the bundled Android SDK cmdline-tools to 21.0, so emulators for Android 17 (API 37.0) created with its avdmanager start correctly.
AndroidFixUUM-157110
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.
AndroidFixUUM-150389
Added a default HelpURL link for the temporary InvalidStateMachineBehaviour script.
Linked bug report
UUM-143986: Animation behaviour help icon leads to broken 404 documentation page

Steps to reproduce: Create a new project Add a cube in the Hierarchy window Select a cube and create an animation for it (Window -> Animation -> Animation -> Click "Create" button -> enter animation name -> click Save) Close the Animation window Open the "Animator" window (Window ->Animation -> Animator) Select the animation object in the Animator window Go to the Inspector window Click "Add B…

Retrieved 2026-11-09
AnimationFixUUM-143986
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.
Linked bug report
UUM-131825: Value slider overlaps Parameter name in Blend Tree Node in Animator window

Steps to reproduce: 1. Create a new Unity project 2. In the Hierarchy, create any GameObject 3. Open the Animation window (Window -> Animation -> Animation) 4. With the GameObject selected, click "Create" in the Animation window 5. Open Animator window (Window > Animation > Animator) 6.Select Create State > From New Blend Tree from the context menu 7.Double-click the Blend Tree to enter the Bl…

Retrieved 2026-11-09
AnimationFixUUM-131825
Adjusted test to prevent unstable behaviour.
AnimationFixUUM-147321
Animator.ResetControllerState(true) didn't reset non-float parameters.
Linked bug report
UUM-146636: Animator parameters Bool, Trigger, and Int are not reset to default values when Animator.ResetControllerState(true) is called

How to Reproduce: 1. Open the attached “IN-147671” project 2. Open “New Scene” 3. Select “Cube” GameObject 4. Enter Play mode 5. In the Game view, press “S” key 6. In the Animator window, verify that the parameters update to the following: MyBool = true, MyFloat = 5, MyTrigger = 1, and MyInt = 10 7. In the Game view, press “Spacebar” key 8. Observe the Animator Parameter values Actual Result: …

Retrieved 2026-11-09
AnimationFixUUM-146636
Crash when calling AnimationUtility.SetAdditiveReferencePose` with a null clip or referenceClip.
Linked bug report
UUM-150816: Crash on AnimationClip::SetAdditiveReferencePose when the AnimationClip arguments for AnimationUtility.SetAdditiveReferencePose are null

How to reproduce: Open the attached "IN-150969" project In the menu bar, select "Bug Repro" > "AnimationUtility null clips" > "1. CrashSetAdditiveReferencePose" Observe the crash Reproducible with: 6000.0.0f1, 6000.0.82f1, 6000.3.23f1, 6000.5.10f1, 6000.6.0b10, 6000.7.0a5 Reproducible on: Ubuntu 24.04 LTS, Ubuntu 26.04 LTS (by user), Windows 10 Pro Not reproducible on: No other environments te…

Retrieved 2026-11-10
AnimationFixUUM-150816

Added Burst and Collections as dependency for com.unity.2d.tilemap package.
Changed Tilemap component data structure for better compatibility with jobs.
2DChange
Refactored URP 2D shadow shaders into a consolidated multi-pass form with named passes (Self, UnshadowMark, UnshadowUnmark, ProjectedSelf, ProjectedUnshadow). Groundwork for upcoming custom-shader and ShaderGraph master node support; no user-visible rendering change.
2DChange
Updated the Universal 2D project template to include 2D Physics Core settings.
2DChange
URP's three internal 2D shadow shaders are merged into a single five-pass shader; no user-visible rendering change.
2DChange
Redesigned the Insets section in Player Settings to show a table with per-inset controls for Visible, Overlapping, and Appearance.
AndroidChange
Updated the Android Gradle Plugin (AGP) version from 9.0.0 to 9.1.1.
AndroidChange
Updated the Gradle version shipped with the Editor from 9.1.0 to 9.3.1.
AndroidChange
Updated Color preferences doc page.
DocumentationChange
Updated the UI system comparison table to indicate that UITK now supports animation and in-scene authoring.
DocumentationChange
Changed the Project Auditor Suppressed Issues preference to also accept spaces as a delimiter between issue IDs, in addition to commas and semicolons.
EditorChange
Disabled static batching by default for new projects.
EditorChange
Fast Enter Play Mode is now the default for projects created with the "-createProject" editor command line argument, from script code and for projects without a ProjectSettings/EditorSettings.asset file. Affected projects will now default to the "Reload Scene Only" option when entering and exiting playmode in the editor rather than "Reload Domain and Scene". Existing projects are unaffected. For more information see the online documentation:
EditorChange
[Configuring how Unity enters Play mode](https://docs.unity3d.com/6000.7/Documentation/Manual/configurable-enter-play-mode.html)
Change
[Enter Play mode without domain reload](https://docs.unity3d.com/6000.7/Documentation/Manual/domain-reloading.html)
Change
[Domain and scene reload execution order reference](https://docs.unity3d.com/6000.7/Documentation/Manual/configurable-enter-play-mode-details.html).
Change
GTK : Added Support for variable condition transition drag n drop.
EditorChange
GTK : Fixed an issue where the + button was not focusable.
EditorChange
GTK: Fixed an issue where the transition counter was off center.
EditorChange
Project Auditor: Added the ability to skip built-in analyzers for ones that have been migrated to the Project Auditor Rules package.
EditorChange
Project Auditor: bumped Rules package minimum version to 2.0.0.
EditorChange
Project Auditor: moved Domain Reload issues to Code pages.
EditorChange
Project Auditor: new severity icons/colors.
EditorChange
Project Auditor: removing opt-in checkbox for Roslyn.
EditorChange
The macOS character palette shortcut now only opens the palette while a text field is being edited.
EditorChangemacOS
Tweaked some Surface Cache quality presets.
EditorChange
Updated the main toolbar UX, new design for toggles and better visualization of the groups of elements.
EditorChange
Diagnostic Data Collection is now enabled by default for every build profile, including in upgraded projects, unless a build profile explicitly disables it.
Engine DiagnosticsChange
Diagnostic data is no longer collected in the Editor when the active build profile targets a platform that doesn't support Diagnostics.
Engine DiagnosticsChange
Editor crash and exception reporting to Diagnostics now follows the Diagnostic Data Collection setting of the active build profile.
Engine DiagnosticsChange
The Diagnostic Data Collection setting in the Build Profiles window now offers Enabled and Disabled, and disabling it no longer asks for confirmation.
Engine DiagnosticsChange
Added an option to hide Unity-Namespaced Systems in the System window.
EntitiesChange
Added HasHierarchy tag component to TransformRef when it becomes part of a hierarchy.
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
Moved the ImHex .hexpat generation used for binary debugging of .entities files, from the UNITY_DOTS_IMHEX script define to an editor preference (Entities > Debugging).
EntitiesChange
Bake Reflection Probes no longer bakes Custom reflection probes, because it replaced their cubemap with a generated one. To bake a Custom probe, use the Bake button in its Inspector.
Linked bug report
UUM-141083: An "Unknown reflection probe mode: 1" error is thrown when baking Realtime Reflection Probes

Steps to reproduce: Create and open a new URP 3D project Create a Reflection Probe in the Hierarchy Change its type to "Realtime" in the Inspector Open Window -> Rendering -> Lighting Next to "Generate Lighting" press the dropdown and select "Bake Reflection Probes" Observe the Console Actual results: An "Unknown reflection probe mode: 1 UnityEditor.GenericMenu:CatchMenu (object,string[],int)"…

Retrieved 2026-11-11
GIChangeUUM-141083
Lightmapping.BakeReflectionProbe now returns false and logs an error for Realtime reflection probes instead of writing a cubemap.
Linked bug report
UUM-141083: An "Unknown reflection probe mode: 1" error is thrown when baking Realtime Reflection Probes

Steps to reproduce: Create and open a new URP 3D project Create a Reflection Probe in the Hierarchy Change its type to "Realtime" in the Inspector Open Window -> Rendering -> Lighting Next to "Generate Lighting" press the dropdown and select "Bake Reflection Probes" Observe the Console Actual results: An "Unknown reflection probe mode: 1 UnityEditor.GenericMenu:CatchMenu (object,string[],int)"…

Retrieved 2026-11-11
GIChangeUUM-141083
Migrate Surface Cache GI to use Ray Query instead of Ray Tracing Shaders.
GIChange
Realtime Reflection Probes no longer use a baked fallback cubemap when Realtime Reflection Probes is disabled in Quality settings, including cubemaps baked before a probe was switched to Realtime.
GIChange
Require "Raw" target for mesh vertex and index buffers. To achieve this, the "Default Mesh Buffer Target" setting should be set to "Raw" in Project Settings > Graphics.
GIChange
Surface Cache global illumination now uses only the LOD level selected by the LOD Group's Global Illumination LOD, instead of every level.
GIChange
Passing null to the dataType parameter in the method DataTypeStyleMapper.Register now means to not show an icon at all for a type instead of showing a default icon.
Graph ToolkitChange
Changed AsyncGPUReadback to reject a readback whose destination NativeArray is still in use by a running job, and report the error through the callback instead of proceeding.
GraphicsChange
Moved mesh deformation compute shaders to from default built-in resources to built-in extra resources.
GraphicsChange
Changed the run mode of a local player (Scenario Control / Manual Control) to be stored per developer instead of in the scenario asset, so it no longer travels with the asset in version control. Existing scenarios reset to Scenario Control the first time you open them in this version.
MultiplayerChange
N4E is now a regular editor-independent package, where previously it was built-in.
Netcode for EntitiesChange
Changed the signature window to be more consistent and display more information about the installed package.
Package ManagerChange
Help boxes learn more links are at the end of the text in the Package Manager window.
Package ManagerChange
"PhysicsComposer.AddLayer", "PhysicsComposer.ToPolygons", "CircleGeometry.ToPolygons" and "CapsuleGeometry.ToPolygons" now log the standard validation warning instead of throwing "ArgumentOutOfRangeException" when given no geometry, fewer than three vertices or an invalid "curveStride".
Linked bug report
UUM-156367: Crash on MimallocAllocator::Allocate when CircleGeometry.ToPolygons and PhysicsComposer.AddLayer are called with a curveStride of NaN

How to reproduce: 1. Open the attached “IN-155847“ project 2. In the top Menu bar, click “Repro” > “1 - CircleGeometry.ToPolygons with curveStride NaN (CRASHES the Editor)” 3. Observe the crash Reproducible with: 6000.3.17f1, 6000.3.26f1, 6000.6.6f, 6000.7.0b4, 7000.0.0a8 Could not test with: 6000.0.84f1 (“Repro” Menu item would not appear), 6000.3.15f1 (could not solve errors from downgrading…

Retrieved 2026-11-10
Physics 2DChangeUUM-156367
Changed the default value of PhysicsBodyDefinition.transformWriteMode from Off to Interpolation. Existing PhysicsCoreSettings2D assets are unaffected; only newly created assets use the new default.
Physics 2DChange
Changed PhysicsWorld.Explode so that it no longer applies an impulse to trigger shapes by default.
Physics 2DChange
Loading a prefab or scene that stores prefab data in the format written by Unity 3.3 and earlier now logs a deprecation warning naming the asset. Save the asset to store it in the current format.
PrefabsChange
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
Added CoreCLR runtime, .NET base class library, and managed Unity engine PDBs to the public symbol server.
ScriptingChangeServer
Changed the Dictionary Inspector warning about ignored entries to offer both Select First and Select All buttons when more than one entry is ignored.
SerializationChangeUUM-151199
Dictionary fields can now use a class or struct key, or a struct value, that contains a SerializeReference field.
SerializationChange
Renamed the Reset to Defaults item in the Dictionary Inspector header context menu to Reset Layout, to make it clear that it restores only the drawer layout and not the dictionary contents.
SerializationChangeUUM-151199
Moved the Particle Shader Graph sample from the HDRP package to the Shader Graph package.
ShadergraphChange
Always show the UXML document link and asset actions in the element inspector header outside the UI Stage.
UI ToolkitChange
AttributeOverrides are now shown as disabled during main stage authoring.
UI ToolkitChange
Changed Constant Physical Size panels to account for the Game view's Low Resolution Aspect Ratios setting when resolving scale.
UI ToolkitChange
Changed the Text attribute field to 3 lines by default instead of 1 when editing in the UI Builder or Scene inspector.
UI ToolkitChange
Changed theme style sheets to rank above Unity's built-in styles regardless of selector specificity; the previous behavior can be restored with the Legacy Theme Priority setting in Project Settings > UI Toolkit.
UI ToolkitChange
Changed touch dragging of ScrollView content on world-space panels so the content follows the finger pixel for pixel, regardless of the Pixels Per Unit setting.
Linked bug report
UUM-139596: UITK WorldSpace ScrollView behaviour on Mobile

R.e. ScrollView behaviour in Worldspace UI on Mobile devices: On touch devices, the scrolling should work as follow: * When we touch the scroll bar and move it up and down, it should follow your finger. And the grid should move in the opposite direction. That works as expected in the video But when you touch the grid and drag it around, the grid should follow your finger, and the scroll bar sh…

Retrieved 2026-11-09
UI ToolkitChangeUUM-139596
Changed z-index transitions between auto and an integer to switch at the midpoint of the transition instead of interpolating from 0, to match CSS.
UI ToolkitChange
Fixed -unity-slice properties not recording or playing back in UI Animation Clips.
UI ToolkitChange
The Editor theme style sheet is now applied to the root of the Editor window panel instead of EditorWindow.rootVisualElement, so it no longer appears in rootVisualElement.styleSheets.
UI ToolkitChange
Allow skipping of shadow, prepass, opaque, and transparent passes when the culling/layer masks would mean nothing would be drawn.
URPChange
Mata passes for GI no longer requires _EMISSION but checks purely from gi material flags.
URPChange
Renamed the Light Falloff Mode option from Linear to Quadratic.
URPChange
Reordered the Screen Space Ambient Occlusion pass when After Opaque is enabled. In previous versions, it used to run in the BeforeRenderingTransparents point in the frame. Now it runs in the AfterRenderingOpaques point in the frame.
URPChange
Moved the "Restart VFX" shortcut from Shift+Space to Slash.
VFX GraphChangeUUM-150458
Provided clear messaging that custom light probes are not fully supported in VFX Graph yet.
VFX GraphChangeUUM-150046
Further reduce the code size of Web builds using the "Disk Size" Code Optimization settings. Testing across multiple projects and devices showed that compared to the default "Shorter Build Time" setting, "Disk Size" reduced code size by an average of 8.75%, with this change the reduction is now an average of 21.35%. As always these settings are a trade-off between size and runtime performance, the same testing showed that the average frame time performance regression grows from 2.13% to 4.56% with the performance regression being reduced when LTO is enabled.
WebChange
Move progressive asset loading data files to Build directory of player build output.
WebChange
Updated deprecation message for WebAssembly 2023.
WebChange
DirectStorage is now enabled by default in new projects for the Windows Standalone player.
WindowsChange
Updated XR Core Utilities package to version 6.0.0 in order to match Unity version.
XRChange
Updated XR Legacy Input Helpers package to version 6.0.0 in order to match Unity version.
XRChange
XR Management package version updated to 6.0.0.
XRChange

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