Removed: Removed the public System.Runtime.CompilerServices.ModuleInitializerAttribute type from UnityEngine.ManagedKernelModule. It was a compiler polyfill that was only present in 7.0 alpha versions. (UUM-157422) First seen in 7000.0.0a2.
BurstBreakingUUM-157422
Deprecated: Deprecated ManagedStrippingLevel.Low. Passing it to PlayerSettings.SetManagedStrippingLevel now throws a NotSupportedException; use ManagedStrippingLevel.Minimal instead.
Code StrippingBreaking
Obsoleted: Output an error instead of a warning when ARCoreUpdate and ARCoreEnabled APIs are used.
EditorBreaking
Deprecated: Deprecated Unsupported.useScriptableRenderPipeline because the Built-In Render Pipeline is obsolete
GraphicsBreaking
Deprecated: Deprecated "PhysicsShape.ContactFilterGroupMode.Filtering" in favor of "PhysicsShape.ContactFilterGroupMode.Isolate".
Physics 2DBreaking
Removed: Removed the TestRunProfiler API from UnityEditor.TestTools.TestRunner.Api, which was added in an earlier 6000.7 pre-release.
Test FrameworkBreaking
Removed support for loading animation clips saved before Unity 1.6; open and re-save such clips in an older version of Unity to keep their curves.
AnimationBreaking
Removed the Low option from the Managed Stripping Level Player setting. Projects that use Low are upgraded to Minimal when opened, which might increase build size.
Code StrippingBreaking
Removed obsolete Built-in Render Pipeline components and shaders from UI, and marked them not supported in the inspector
GraphicsBreaking
Removed the urp_ReflProbes_Count shader variable, which no URP shader reads. Custom shaders that read it no longer compile.
URPBreaking
com.unity.2d.pixel-perfect - "The 2D Pixel Perfect package for the Built-In Render Pipeline is deprecated. Remove this package and add the URP Pixel Perfect Camera component instead. For more information, refer to https://docs.unity3d.com/Manual/urp/2d-pixelperfect-prep-sprites.html."
Deprecated: Deprecated ManagedStrippingLevel.Low. Passing it to PlayerSettings.SetManagedStrippingLevel now throws a NotSupportedException; use ManagedStrippingLevel.Minimal instead.
Code StrippingBreaking
Obsoleted: Output an error instead of a warning when ARCoreUpdate and ARCoreEnabled APIs are used.
EditorBreaking
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 The standalone Entities Hierarchy window has been replaced by the integrated Editor Hierarchy window.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
Obsoleted: Marked HierarchySearchProvider as obsolete with an error. To find entities by component, use the t: filter in the Hierarchy window.
EntitiesBreaking
Obsoleted: Obsoleted Unity.Assertions.Assert in favour of UnityEngine.Assertions.Assert, which it forwarded to. The API Updater converts existing uses.
EntitiesBreaking
Removed: Removed the Entities Journaling window and the EntitiesJournaling API, deprecated in Unity 6.5; use the IDebugOnAdded and IDebugOnRemoved component lifecycle callbacks instead.
EntitiesBreaking
Deprecated: Deprecated ProbeVolumeBakingSet.sceneGUIDs (use scenesInBakingSet instead), and the string overloads of TryAddScene, RemoveScene, SetSceneBaking (use the GUID overloads instead).
GIBreaking
Deprecated: Deprecated ProbeVolumeBakingSet.sceneGUIDs (use scenesInBakingSet instead), and the string overloads of TryAddScene, RemoveScene, SetSceneBaking (use the GUID overloads instead).
GIBreaking
Deprecated: LightingSettings.lightmapper is now deprecated. The lightmapper in use is determined by the Default Light Baker setting in the Graphics settings (UnityEditor.Rendering.EditorGraphicsSettings.defaultLightBaker).
GIBreaking
Obsoleted: LightingSettings.Lightmapper.ProgressiveCPU now produces a compiler error; use LightingSettings.Lightmapper.ProgressiveGPU or LightingSettings.Lightmapper.UnityComputeGPU instead.
GIBreaking
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: Deprecated Unsupported.useScriptableRenderPipeline because the Built-In Render Pipeline is obsolete
GraphicsBreaking
Added: Added LicensingUtility.HasPro, HasEduLicense, IsPersonal, and GetAuthToken, which replace the deprecated license helpers on UnityEditorInternal.InternalEditorUtility.
LicenseBreaking
Deprecated: Deprecated the license helper methods on UnityEditorInternal.InternalEditorUtility.
LicenseBreaking
Removed: Removed UnityEditorInternal.InternalEditorUtility.GetLicenseFlags, which already produced a compile error when used.
LicenseBreaking
Deprecated: Deprecated "PhysicsShape.ContactFilterGroupMode.Filtering" in favor of "PhysicsShape.ContactFilterGroupMode.Isolate".
Physics 2DBreaking
Deprecated: Deprecated "PhysicsWorld.elementDepth" and "PhysicsWorld.SetElementDepth3D()" in favor of "PhysicsWorld.drawDepth" and "PhysicsWorld.SetDrawDepth3D()". The old names upgrade automatically.
Physics 2DBreakingUUM-155044
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: UnityEngine.Experimental.Rendering.ShaderWarmup.WarmupShader method is now deprecated.
ShadersBreaking
Deprecated: UnityEngine.Experimental.Rendering.ShaderWarmup.WarmupShaderFromCollection method is now deprecated.
ShadersBreaking
Deprecated: UnityEngine.Experimental.Rendering.ShaderWarmupSetup struct is now deprecated.
ShadersBreaking
Deprecated: UnityEngine.Shader.WarmupAllShaders method is now deprecated.
ShadersBreaking
Deprecated: UnityEngine.ShaderVariantCollection.isWarmedUp property is now deprecated.
ShadersBreaking
Deprecated: UnityEngine.ShaderVariantCollection.warmedUpVariantCount property is now deprecated.
ShadersBreaking
Deprecated: UnityEngine.ShaderVariantCollection.WarmUp method is now deprecated.
ShadersBreaking
Deprecated: UnityEngine.ShaderVariantCollection.WarmUpProgressively method is now deprecated.
ShadersBreaking
Removed: Removed the TestRunProfiler API from UnityEditor.TestTools.TestRunner.Api, which was added in an earlier 6000.7 pre-release.
Test FrameworkBreaking
Obsoleted: Selectable.s_SelectableCount is now obsolete. Use Selectable.allSelectableCount instead.
uGUIBreaking
Deprecated: Deprecated UnityEditor.WebGLLinkerTarget and WebGLWasmArithmeticExceptions enums.
WebBreaking
Obsoleted: Marked PlayerSettings.WebGL.memorySize as obsolete.
WebBreakingWebGL
Fully enforce Sprite Frame editing capability. Overriding locks field are now removed.
2DBreaking
Removed support for Mono-based Android players
AndroidBreaking
Removed support for loading animation clips saved before Unity 1.6; open and re-save such clips in an older version of Unity to keep their curves.
AnimationBreaking
Removed support for x64 and Universal Simulator architectures.
Apple TVBreaking
ContentBuildFlags.DevelopmentBuild has been removed. This flag was used to indicate whether content builds should serialize scripts with development build processor symbols. However, development builds no longer have any special preprocessor symbols and thus this flag did not do anything anymore.
Build PipelineBreaking
IProcessSceneWithReport and PostProcessSceneAttribute APIs are deprecated. Use AssetPostprocessor.OnProcessScene instead so that AssetImportContext and its built-in dependencies registration is available to better support incremental builds.
Build PipelineBreaking
Removed the Low option from the Managed Stripping Level Player setting. Projects that use Low are upgraded to Minimal when opened, which might increase build size.
Code StrippingBreaking
Removed experimental label from CoreCLR
CoreCLRBreaking
Removed macOS x64 Editor and Player support.
EditorBreakingmacOS
Removed support for Mono-based Editor
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
Changed the *Open in Hierarchy item in the Entity Inspector component menu to open the Hierarchy window filtered by the component type, and removed the Open in Search Window* item.
EntitiesBreaking
Removed the deprecated Entities Hierarchy window. Use the Hierarchy window to view and search entities instead.
EntitiesBreaking
Removed the Progressive CPU Lightmapper and the Lightmapper dropdown from the Lighting window; the lightmapper now follows the Default Light Baker setting in the Graphics settings, and scenes that used the Progressive CPU Lightmapper are automatically upgraded to the Progressive GPU Lightmapper.
GIBreaking
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 obsolete Built-in Render Pipeline components and shaders from UI, and marked them not supported in the inspector
GraphicsBreaking
Removed support for x64 and Universal Simulator architectures.
iOSBreaking
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
Remove deprecated BIRP support for PhysicsCore2D renderer.
Physics 2DBreaking
Removed the upgrade path for prefab data saved by Unity 3.3 or earlier, so prefab instances and per-object overrides in projects that old no longer survive being opened. Unity 6.7 warns when it loads an asset in that format.
PrefabsBreaking
Removed forced managed GC after a (single-mode) scene load in the CoreCLR Player.
ScriptingBreaking
Removed forced managed GC after a scene load in the CoreCLR Editor.
ScriptingBreaking
DEVELOPMENT_BUILD preprocessor symbol no longer gets defined when building for any platform. Preprocessor symbols DEBUG, ENABLE_ASSERTIONS and ENABLE_PROFILER now only get defined in appropriate managed code variants (debug, checked and instrumented, respectively). BuildOptions.ForceEnableAssertions, CodeAnalysisFlags.DevelopmentBuild, ScriptCompilationOptions.DevelopmentBuild, ScriptCompilationOptions.Assertions and AssemblyBuilderFlags.DevelopmentBuild have been removed: script compilation is now only affected by the managed code variant.
ScriptingBreaking
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
Removed the urp_ReflProbes_Count shader variable, which no URP shader reads. Custom shaders that read it no longer compile.
URPBreaking
com.unity.2d.pixel-perfect - "The 2D Pixel Perfect package for the Built-In Render Pipeline is deprecated. Remove this package and add the URP Pixel Perfect Camera component instead. For more information, refer to https://docs.unity3d.com/Manual/urp/2d-pixelperfect-prep-sprites.html."

Changed: Moved EntityIdTileUtility from the UnityEditor.Tilemaps.Experimental namespace to UnityEditor.Tilemaps.
2DAPI change
Added: Added BuildSummary.projectGuid and BuildSummary.projectName, and BuildReportSummary.ProjectGUID and BuildReportSummary.ProjectName, which record the project that made a build.
Build PipelineAPI change
Added: Added ability to reflect information on structs, as one can with functions, from .hlsl assets.
EditorAPI change
Added: Added AnalysisResult.Skipped, which Project Auditor reports for a module that could not run in the current context.
EditorAPI changeUUM-159431
Added: Project Auditor: Added Descriptor.HasAnyAreas and ReportItem.HasAnyAreas to filter issues by area, and made SerializableEnumExtensions public so IssueCategory arrays can be assigned to AnalysisParams.Categories.
EditorAPI changeUUM-156488
Added: Added an implicit conversion from EntityId to Entity.
EntitiesAPI change
Added: Added GlobalEntityManager, which reads and changes an entity in whichever world owns it, and instantiates an entity from any world into a given world.
EntitiesAPI change
Added: Added MeshInstanceDesc.meshLod to Unified Ray Tracing, so a mesh instance can be built from a single Mesh LOD level. (UUM-159863) First seen in 7000.0.0a9.
GIAPI changeUUM-159863
Added: Added StateMachine.OnDefineSubgraphStateOptions to define the options of subgraph states that reference a state machine.
Graph ToolkitAPI changeUUM-155649
Changed: Trampoline DisplayConnection is now created with initWithScene: and exposes a scene property; DisplayManager is keyed and subscripted by UIWindowScene instead of UIScreen. (PLAT-22932)
iOSAPI change
Added: Added Unity.Mathematics math.select overloads for bool, bool2, bool3, and bool4 values, with either a single bool or a per-component bool vector as the selection mask.
KernelAPI change
Added: Added "PhysicsHingeJoint.currentSpeed", the speed body B is currently turning relative to body A.
Physics 2DAPI changeUUM-158185
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: Changed "PhysicsWorld.bounceIterations" and "PhysicsWorldDefinition.bounceIterations" to have a minimum of one, given by the new "PhysicsConstants.MinBounceIterations".
Physics 2DAPI change
Changed: Moved EntityIdTileUtility from the UnityEditor.Tilemaps.Experimental namespace to UnityEditor.Tilemaps.
2DAPI change
Added: Added Application category which returns application category which settable in Player Settings.
AndroidAPI change
Added: Added AnimatableFloatChannels, AnimatableIntChannels and AnimatableObjectChannels.
AnimationAPI change
Added: Added BuildAnalysisUtility.OpenWindow, which opens the Build Analysis window with a specific build selected.
Build PipelineAPI change
Added: Added BuildHistory.TryGetParentBuild and BuildHistory.GetChildBuilds to find the build a build ran inside and the builds it ran, recorded in the new BuildReportSummary.ParentBuildSessionGUID.
Build PipelineAPI changeUUM-153441
Added: Added BuildSummary.projectGuid and BuildSummary.projectName, and BuildReportSummary.ProjectGUID and BuildReportSummary.ProjectName, which record the project that made a build.
Build PipelineAPI change
Changed: BuildPipeline.BuildContentDirectory now throws an ArgumentException if the requested compression type is not supported on the target platform.
Build PipelineAPI change
Added: Added ability to reflect information on structs, as one can with functions, from .hlsl assets.
EditorAPI change
Added: Added AnalysisResult.Skipped, which Project Auditor reports for a module that could not run in the current context.
EditorAPI changeUUM-159431
Added: Added API to get the event that triggered the shortcut in the ShortcutArguments.
EditorAPI changeUUM-153126
Added: Added HierarchyViewColumnDescriptor.MinWidth to set the minimum width of a custom Hierarchy column.
EditorAPI changeUUM-155402
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 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: Expose BuildProfileGraphicsSettings and BuildProfileQualitySettings as public build profile components.
EditorAPI change
Added: Project Auditor: Added Descriptor.HasAnyAreas and ReportItem.HasAnyAreas to filter issues by area, and made SerializableEnumExtensions public so IssueCategory arrays can be assigned to AnalysisParams.Categories.
EditorAPI changeUUM-156488
Added: Added DisplayInfo.RegisterLayoutChangedCallback and DisplayInfo.UnregisterLayoutChangedCallback, which notify the application when a display is connected, disconnected or reconfigured.
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 an implicit conversion from EntityId to Entity.
EntitiesAPI change
Added: Added GlobalEntityManager, which reads and changes an entity in whichever world owns it, and instantiates an entity from any world into a given world.
EntitiesAPI change
Added: Added StateMachine.OnDefineSubgraphStateOptions to define the options of subgraph states that reference a state machine.
Graph ToolkitAPI changeUUM-155649
Added: Added Graphics.disableDepthAndStencilBuffers, a read-only property that returns whether Disable Depth and Stencil Buffers is enabled in Player Settings.
GraphicsAPI change
Added: Added SystemInfo.supportsPrecompiledGraphicsStateStats, which reports whether the current graphics device can return precompiled graphics state statistics. It is false on every graphics device that does not expose them, and the statistics are all zero in that case.
GraphicsAPI change
Added: Added UnityEngine.Rendering.PrecompiledGraphicsState.GetStats, which returns statistics of the precompiled graphics states usage for the current graphics device (if supported).
GraphicsAPI change
Added: Enabled Upscaling Framework by default.
HDRPAPI change
Added: Added iPhone 18 Pro, iPhone 18 Pro Max and iPhone Duo device generation enums and screen cutouts.
iOSAPI change
Changed: PBXProject build property setters (SetBuildProperty, AddBuildProperty, UpdateBuildProperty and their ForConfig variants) now throw ArgumentNullException when given a null value.
iOSAPI change
Changed: SDKROOT, SUPPORTED_PLATFORMS, TARGETED_DEVICE_FAMILY, *_DEPLOYMENT_TARGET and ARCHS are no longer defined in the trampoline Xcode templates - the player build is now their only source. In the Swift trampoline these settings are written at project level only, so the targets inherit them.
iOSAPI change
Changed: Trampoline DisplayConnection is now created with initWithScene: and exposes a scene property; DisplayManager is keyed and subscripted by UIWindowScene instead of UIScreen. (PLAT-22932)
iOSAPI change
Added: Added MemoryLabel.Create
KernelAPI change
Added: Added Unity.Mathematics math.select overloads for bool, bool2, bool3, and bool4 values, with either a single bool or a per-component bool vector as the selection mask.
KernelAPI change
Added: EntitlementGroupInfo.TryGetExpirationUtc (not yet used, except in tests) for reading an entitlement group's expiry as a DateTime.
LicenseAPI change
Changed: Moved the licensing API from the UnityEditor.Experimental.Licensing namespace to UnityEditor.Licensing. Existing code is updated automatically when the project is imported.
LicenseAPI change
Added: Added "currentSpringForce" to "PhysicsDistanceJoint", "PhysicsSliderJoint" and "PhysicsWheelJoint", and "currentSpringTorque" to "PhysicsHingeJoint".
Physics 2DAPI changeUUM-154721
Added: Added "origin" overloads to the cast queries "PhysicsWorld.CastShape", "PhysicsWorld.CastShapeProxy" and "PhysicsWorld.CastGeometry", so the cast geometry can be authored in a local frame and positioned by a world-space point.
Physics 2DAPI changeUUM-153476
Added: Added "origin" overloads to the overlap queries "PhysicsWorld.TestOverlapShape", "PhysicsWorld.OverlapShape", "PhysicsWorld.TestOverlapShapeProxy", "PhysicsWorld.OverlapShapeProxy", "PhysicsWorld.TestOverlapGeometry" and "PhysicsWorld.OverlapGeometry", matching the cast queries.
Physics 2DAPI changeUUM-153476
Added: Added "PhysicsBody.drawDepth" and "PhysicsBody.SetDrawDepth3D()" to set the depth a body is drawn at when it has no transform object.
Physics 2DAPI changeUUM-155044
Added: Added "PhysicsBodyDefinition.drawTarget" and "PhysicsBodyDefinition.drawDepth" so a body can be created with its draw target and draw depth.
Physics 2DAPI changeUUM-155044
Added: Added "PhysicsConstants.MaxBounceIterations" and "PhysicsConstants.MinMaximumLinearSpeed".
Physics 2DAPI changeUUM-154721
Added: Added "PhysicsDrawOverride" in "Unity.U2D.Physics.Editor", with "enabled", "settings", "defaultSettings", "changed", the "PhysicsDrawOverride.Settings" struct and the "PhysicsDrawOverride.OverrideOptions" flags, so editor tooling can read and write the Editor draw override.
Physics 2DAPI changeUUM-157403
Added: Added "PhysicsHingeJoint.currentSpeed", the speed body B is currently turning relative to body A.
Physics 2DAPI changeUUM-158185
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 "PhysicsWorld.bounceIterations", "PhysicsWorld.bouncePropagation" and the matching "PhysicsWorldDefinition" properties, to control how bounces are resolved.
Physics 2DAPI changeUUM-154721
Added: Added "PhysicsWorld.callbackTargetCount" to get the number of distinct callback targets in a world.
Physics 2DAPI change
Added: Added "PhysicsWorld.disableDrawOverride" so a world always draws with its own draw settings while the Editor draw override is enabled.
Physics 2DAPI changeUUM-157403
Added: Added "WorldProfile.bounceImpulses", also shown in the 2D Physics Profiler module.
Physics 2DAPI changeUUM-154721
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
Added: Added DisplayInfo.RegisterLayoutChangedCallback and DisplayInfo.UnregisterLayoutChangedCallback, which notify the application when a display is connected, disconnected or reconfigured.
QNXAPI change
Changed: EditorSettings.forceAssetUnloadAndGCOnSceneLoad has been renamed to EditorSettings.unloadUnusedAssetsOnSceneLoad and no longer forces a managed garbage collection.
ScriptingAPI change
Changed: Changed SerializedProperty.numericType to report the underlying integer width instead of Unknown for FileSize, Type*, and EntityId fields.
SerializationAPI change
Changed: Changed SerializedProperty.propertyType to report Integer instead of Generic for fields whose serialized type is FileSize or Type*.
SerializationAPI change
Added: Exposed additional resource binding information for shader compilation results.
ShadersAPI change
Added: Enabled Upscaling Framework by default.
SRP CoreAPI change
Added: Added TerrainData.maxHeightmapResolution, minAlphamapResolution, maxAlphamapResolution, minBaseMapResolution, maxBaseMapResolution, minDetailResolutionPerPatch and maxDetailResolutionPerPatch, the limits that the resolution setters clamp values to.
TerrainAPI change
Added: Added TerrainRegion and TerrainEditUtility to sculpt heights and paint terrain layers by height and slope inside a rectangle, disc or path from scripts, and to read the heightmap samples and alphamap texels such an area covers. They are designed for authoring.
TerrainAPI change
Changed: Selectable.s_Selectables changed from a Selectable array to List<Selectable>.
uGUIAPI change
Added: Added LocalizedFontAsset, a localized reference to a FontAsset that lets UI Toolkit text change font with the locale.
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 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 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: Enabled Upscaling Framework by default.
URPAPI 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
"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
Compilation errors are thrown when creating a project from the "Multiplayer Third Person Gameplay" template after Netcode for GameObjects is upgraded to 3.0.0
Multiplayer FPS/Third Person TemplatesKnown issueCautionUUM-156276
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
AssetBundle MonoBehaviour shows as missing script in standalone Player when its assembly is loaded at runtime with Assembly.Load
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
Scripting RuntimeKnown issueCautionUUM-159333
[CoreCLR] User frames are missing from Debug.Log stack traces and uncaught exceptions in Start()/Update() have an empty stack trace
Scripting RuntimeKnown issueCautionUUM-159945
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

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
Renamed the blob asset analyzer diagnostics EA0001, EA0002, EA0003 and EA0009 to UAC0040, UAC0041, UAC0042 and UAC0043, which now also check code in the Entities engine module.
Entities
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
Fixed LinuxEditor failing to launch Unity Hub when XDG_DATA_HOME or XDG_CONFIG_HOME is set.
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.
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
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 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
Fixed the Addressable Group Rules Inspector not showing the resolver for the built-in localization module's resource tables.
UI ToolkitUUM-155938
Fixed the Localization package Addressables page not listing the Check Module Localization Tables analyzer.
UI ToolkitUUM-156659
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
- Improved module pinning UX in the profiler window. It is now possible to pin modules by hovering on a module chart header and clicking the pin icon, or directly from the Profiler Modules dropdown.
Profiler
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
Removed the Entities package dependency on the Audio module. Projects that use Entities can now remove the Audio module.
Entities
Renamed the blob asset analyzer diagnostics EA0001, EA0002, EA0003 and EA0009 to UAC0040, UAC0041, UAC0042 and UAC0043, which now also check code in the Entities engine module.
Entities
Removed the license type from the Unity Editor window title on Linux, so that it matches the window title on macOS and Windows.
LinuxWindowsmacOS
Removed UnityWebRequest.enableProfilerBodyCapture. The Web Requests Profiler module now captures request and response bodies whenever the Profiler is recording, so there is no longer a setting to turn on. Remove any assignment to this property; no replacement is needed.
NetworkingUUM-153039
The content of com.unity.collections has been moved to an engine module, and the package is just a shim with typeforwarders, so it no longer has any dependencies. If you were relying on it having them, you'll need to depend on them yourself explicitly (most notably, com.unity.test-framework).
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
Fixed CoreCLR native debug symbol files being included in the Mac and Linux Editor installers and in Linux Player builds, reducing installer and build size.
CoreCLRLinuxUUM-151753
Added missing Apple and Android app support to the localization module.
EditorAndroid
Fixed LinuxEditor failing to launch Unity Hub when XDG_DATA_HOME or XDG_CONFIG_HOME is set.
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.
Fixed the ping button rendering too small to use in the Panel components list of the Profiler's UI Toolkit module.
Fixed the "archetypes", "archetype budget" and "query budget" labels in the Entities Memory Profiler module not being localized.
EntitiesUUM-155010
Fixed the Components list staying hidden for every archetype in the Entities Memory Profiler module after a World row was selected.
EntitiesUUM-154785
Fixed the Entities Memory Profiler module showing budget percentages with a space before the percent sign.
EntitiesUUM-155020
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
Fixed the CPU and GPU frame time in the CPU Usage module toolbar not updating when changing frames in the New Timeline view.
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
A package tarball download that fails now reports the package, the host it was fetched from, the bytes transferred against the expected total, the elapsed time and the underlying error code, instead of only the raw stream error (for example aborted).
Package ManagerUUM-147418
Fixed a leftover split handle in the CPU Usage module New Timeline view after turning off Jobs Info.
ProfilerUUM-155721
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 selecting a sample in the CPU Usage module's New Timeline view did not select it in the Timeline and Hierarchy views, and vice versa.
ProfilerUUM-153387
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 InvalidOperationException errors when reopening the Profiler window with the Rendering module selected.
ProfilerUUM-153207
Fixed the CPU Usage module's New Timeline view not being restored when reopening the Profiler window.
ProfilerUUM-152560
Fixed the CPU Usage module's New Timeline view options resetting to their defaults after a domain reload.
ProfilerUUM-152529
Fixed the Events entry in the UI Details (Canvas) Profiler module chart legend showing no label.
ProfilerUUM-156653
Fixed the Rendering module chart mode resetting to Rendering when the Profiler window was closed and reopened.
ProfilerUUM-153203
GPU Usage module on Vulkan when graphics jobs are enabled is now not dropping the whole frame if only one sample is not readable.
Profiler
Fixed a potential crash in text shaping caused by a null-pointer dereference in HarfBuzz when memory allocation fails.
SecuritySecurityUUM-153188
Fixed a FreeType vulnerability (CVE-2026-23865) that could cause an out-of-bounds read when loading a malformed variable font.
TextSecurityUUM-140975
Fixed localized strings resolving as empty in Play Mode when a project uses the built-in Localization module.
UI ToolkitUUM-153007
Fixed the Addressable Group Rules Inspector not showing the resolver for the built-in localization module's resource tables.
UI ToolkitUUM-155938
Fixed the Localization package Addressables page not listing the Check Module Localization Tables analyzer.
UI ToolkitUUM-156659
Fixed display activation failing after introducing the GameWindow API.
Windows

Foundational work for Unified Render Data for 2D Renderers
2DFeature
Editor: RE2, SpeedTree-integration, and embree now provide builds against the dynamic C runtime
EditorFeature
Added a startup dialog that helps projects upgraded from the Built-In Render Pipeline migrate to the Universal Render Pipeline using Project Auditor. Graphics and Quality settings now explain why a project doesn't render and how to fix it.
GraphicsFeature
Introducing early callbacks for iOS/tvOS
iOSFeaturetvOS
Added a Closed network environment setting in Project Settings that lets users with the packages bypass entitlement turn off package signature validation.
Package ManagerFeature
Deprecated version of UPM packages from the Asset Store are now installable from the Package Manager window.
Package ManagerFeature
WebGL: WebGL IL2CPP builds now use .NET 10 base class libraries.
ScriptingFeatureWebGL
For build targets that support shader compilation via the DirectX Shader Compiler (DXC) - currently D3D12 and Vulkan, shader authors can use the new #pragma hlsl_version 2021 to enable the HLSL 2021 set of syntax enhancements detailed on the Microsoft developer blog post (https://devblogs.microsoft.com/directx/announcing-hlsl-2021/)
ShadersFeature
Added keyboard shortcuts and context menu items to add, replace, wrap, and unwrap elements in the UI Toolkit Hierarchy and UI Viewport.
UI ToolkitFeature
Added OpenXR multiple Spatial containers support.
XRFeature
Foundational work for Unified Render Data for 2D Renderers
2DFeature
Changed Android to use static TLS by default
AndroidFeature
Added named animatable channels for script components. A MonoBehaviour exposes channels by declaring a serialized field of type AnimatableFloatChannels, AnimatableIntChannels or AnimatableObjectChannels.
AnimationFeature
Added 7.1.4 spatialization passthrough to macOS.
AudioFeaturemacOS
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
Added LLVM 23 support.
BurstFeature
Editor: RE2, SpeedTree-integration, and embree now provide builds against the dynamic C runtime
EditorFeature
Introduce BuildProfilePostprocessBuild component so users can add postprocess build callbacks to build profiles that will run for the active build profile being built.
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
Refreshed the theme of Unity Editor 7.
EditorFeature
Remove support for mono desktop players
EditorFeature
Added an Albedo view mode to the Surface Cache Global Illumination panel in the Rendering Debugger, showing the albedo that bounce lighting uses for each surface.
GIFeature
Added an Emission view mode to the Surface Cache Global Illumination panel in the Rendering Debugger, showing the emission that bounce lighting uses for each surface.
GIFeature
Added a startup dialog that helps projects upgraded from the Built-In Render Pipeline migrate to the Universal Render Pipeline using Project Auditor. Graphics and Quality settings now explain why a project doesn't render and how to fix it.
GraphicsFeature
URP: Added a Rendering Layer Mask filter to the Render Objects renderer feature, allowing a pass to be restricted to objects matching the selected rendering layers
GraphicsFeature
Introducing early callbacks for iOS/tvOS
iOSFeaturetvOS
Added a Closed network environment setting in Project Settings that lets users with the packages bypass entitlement turn off package signature validation.
Package ManagerFeature
Deprecated version of UPM packages from the Asset Store are now installable from the Package Manager window.
Package ManagerFeature
Improved keyboard navigation in the sidebar and package list
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
Reimplemented an aggregate draw calls counter for profiling
ProfilerFeature
Added code coverage support for CoreCLR desktop standalone players.
ScriptingFeature
Added code coverage support for the CoreCLR scripting backend in the Editor.
ScriptingFeature
WebGL: WebGL IL2CPP builds now use .NET 10 base class libraries.
ScriptingFeatureWebGL
For build targets that support shader compilation via the DirectX Shader Compiler (DXC) - currently D3D12 and Vulkan, shader authors can use the new #pragma hlsl_version 2021 to enable the HLSL 2021 set of syntax enhancements detailed on the Microsoft developer blog post (https://devblogs.microsoft.com/directx/announcing-hlsl-2021/)
ShadersFeature
Updated DXC compiler to upstream main branch with Shader Model 6.10 support. Linear algebra intrinsics are now available via #include <dx/linalg.h> in HLSL shaders.
ShadersFeature
Added keyboard shortcuts and context menu items to add, replace, wrap, and unwrap elements in the UI Toolkit Hierarchy and UI Viewport.
UI ToolkitFeature
Added the box-shadow USS property, with outer and inset shadows, blur and spread radii, transitions, and UI Builder and Inspector support.
UI ToolkitFeature
Added a Project Auditor rule that reports Spot Lights that need a cookie to match the Built-in cone falloff when the light falloff mode is set to Quadratic.
URPFeature
Added OpenXR multiple Spatial containers support.
XRFeature
Added Temporal Pixel Synthesis support for XR.
XRFeature

Android builds now use .NET 10 base class libraries.
AndroidImprovement
Added a Console error when an import worker process stops before it connects to the Editor.
Asset PipelineImprovement
Reduced Editor memory used to track script and plugin assets, by about 4 KB per script.
Asset PipelineImprovement
Added per-platform overrides to the Audio Settings, allowing you to specify different settings based on the platform your game will run on.
AudioImprovement
Build Analysis: Added a banner to builds copied in from another project, and disabled selecting their assets in the Project window.
Build PipelineImprovementUUM-143858
Fixed an issue where import workers would add a large unnecessary asset refresh overhead during content directory builds.
Build PipelineImprovementUUM-158754
Added a Pinned libraries section to the MSBuild and NuGet policy page that lists the libraries Unity pins and their versions.
DocumentationImprovement
Reduced the render thread time of constant buffers updated every frame, which sometimes created a new GPU resource instead of reusing one of their previous ones.
DX12Improvement
Fixed reading files larger than 2GB from archives (.apk/.obb/.zip) on 32-bit Android devices.
EditorImprovementAndroid
Improved ConsistencyChecker warning for inconsistent assets. The warning now includes a hyperlink that will automatically open the previous import artifact file and the current import artifact file in a diff tool, streamlining troubleshooting of inconsistent assets.
EditorImprovement
Calling BlobArray<T>.ToArray on an element type that contains BlobArray or BlobPtr fields is now reported as compile error UAC0044, in addition to the existing runtime exception.
EntitiesImprovement
Improved the performance of ComponentLookup, BufferLookup and TransformLookup methods that check whether an entity exists or has a component.
EntitiesImprovement
Added a Material Resolution setting to the Surface Cache Global Illumination renderer feature. New renderer features use Medium, and existing ones keep Very High.
GIImprovement
Added a World Culling view, an option to exclude the Scene view from entity culling, and culled and live entity and chunk counts to the Surface Cache section of the Rendering Debugger.
GIImprovement
Added Entity Culling settings to the Surface Cache Global Illumination volume override, which leave out entities that are beyond a distance from every camera, or smaller than a minimum size on screen, in pixels or degrees.
GIImprovement
Added material atlas usage to the Surface Cache panel of the Rendering Debugger.
GIImprovement
Added support for cutout materials in Surface Cache GI.
GIImprovement
Improved CPU performance of ray tracing acceleration structure builds when the structure contains many static instances or has had many instances removed.
GraphicsImprovement
Reduced render thread time on Metal for buffers updated every frame, such as the constant buffers of the Universal Render Pipeline.
GraphicsImprovement
Improved fallback search handling of special characters.
GraphViewImprovementUUM-152948
Improved fallback search queries in the template browser.
GraphViewImprovementUUM-152891
Implement TimerQueue's MainThreadScheduleTimer for WebGL.
IL2CPPImprovementWebGL
Font directories are now discovered in the Editor via fontconfig. (UUM-157026) First seen in 7000.0.0a9.
LinuxImprovementUUM-157026
Improved the performance of contact solving and of finding new contact pairs.
Physics 2DImprovementUUM-158185
Improved the performance of contact, trigger, body update, and joint threshold callbacks, which no longer query the engine for each event to find its callback target.
Physics 2DImprovementUUM-158710
Improved the performance of engine calls to MonoBehaviour methods such as Update with the IL2CPP scripting backend.
ScriptingImprovement
Prebuild setup, post-build cleanup and player build steps are now reported as timing spans during automated test runs.
Test FrameworkImprovement
Timing spans reported during automated test runs now name their parent test or span explicitly.
Test FrameworkImprovement
2D textures dropped onto uGUI Canvas objects in the hierarchy now create or update a RawImage, or a RawImage animation for multiple textures.
uGUIImprovement
Improved the performance of cloning UXML documents that instantiate templates.
UI ToolkitImprovement
Improved the performance of scheduling and unscheduling actions with VisualElement.schedule in panels that have many scheduled items.
UI ToolkitImprovement
Improved the performance of visual element change notifications in UI Toolkit by only notifying the internal updaters that handle each type of change.
UI ToolkitImprovement
Reduced the GPU memory used to render elements with the filter style property.
UI ToolkitImprovement
Reduced the memory used by each component added to a VisualElement, and by component types that are registered but never added.
UI ToolkitImprovement
Reduced memory use for renderers that have no additional lights or don't use the reflection probe atlas, and main thread time for cameras that see no reflection probe.
URPImprovement
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
Improved Web Build Size by disabling Input System's Precompiled Layouts for Web Builds.
WebImprovement
Add vertices, indices and edge into SpriteImportData so that TextureGenerator can generate custom mesh.
2DImprovement
Added Instancing support for Deform.
2DImprovement
Android builds now use .NET 10 base class libraries.
AndroidImprovement
Internal cleanup of APK path lookup; no behaviour change.
AndroidImprovement
Removed main-thread stall when starting and stopping WebCamTexture.
AndroidImprovement
Improved the Animation Preview Model picker to preselect the model currently in use.
AnimationImprovement
TvOS builds now use .NET 10 base class libraries.
Apple TVImprovementtvOS
Added a Console error when an import worker process stops before it connects to the Editor.
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
Reduced Editor memory used to track script and plugin assets, by about 4 KB per script.
Asset PipelineImprovement
Added per-platform overrides to the Audio Settings, allowing you to specify different settings based on the platform your game will run on.
AudioImprovement
Audio Project settings panel has been reworked to be clearer.
AudioImprovement
Build Analysis: Added a banner to builds copied in from another project, and disabled selecting their assets in the Project window.
Build PipelineImprovementUUM-143858
Fixed an issue where import workers would add a large unnecessary asset refresh overhead during content directory builds.
Build PipelineImprovementUUM-158754
Section headers in the Build Analysis window now highlight across their full width when hovered.
Build PipelineImprovement
Burst now enables safety checks in builds when the managed code variant player setting is set to Debug or Checked.
BurstImprovement
Improved the layout of the Burst Inspector window, with clearer toolbars and output tabs and a search bar that is always shown. Also added a function dropdown to the Burst Inspector that jumps to a function in the disassembly, and Previous and Next buttons to step through search matches.
BurstImprovement
Added a Pinned libraries section to the MSBuild and NuGet policy page that lists the libraries Unity pins and their versions.
DocumentationImprovement
Improved the error messages shown when DirectX 12 runs out of memory, which previously reported an unrecoverable GPU device error.
DX12ImprovementUUM-125265
Reduced the render thread time of constant buffers updated every frame, which sometimes created a new GPU resource instead of reusing one of their previous ones.
DX12Improvement
Added a log message to warn when the activeBuildProfile flag is used and the build target is not supported.
EditorImprovement
Fixed reading files larger than 2GB from archives (.apk/.obb/.zip) on 32-bit Android devices.
EditorImprovementAndroid
Improved ConsistencyChecker warning for inconsistent assets. The warning now includes a hyperlink that will automatically open the previous import artifact file and the current import artifact file in a diff tool, streamlining troubleshooting of inconsistent assets.
EditorImprovement
Improved Editor startup time by avoiding an expensive full-assembly type scan during mode discovery
EditorImprovement
Improved the CacheServerV2 integration tests by spawning a single cache server for the suite of tests rather than spawning a new server for each test. This prevents the instability in restarting the server process between tests.
EditorImprovementServerUUM-145948
Improved the description of what's contained in the Multiplayer sample install flow.
EditorImprovement
Project Auditor: detect boxing of structs used in List comparisons.
EditorImprovement
Project Auditor: redesign the home page. Move URP migration wizard to the home page.
EditorImprovement
Shader compilation work is now captured in the buildreport.json Chrome trace profiling file that's generated during editor player builds allowing the time taken processing shaders to be visualized and inspected.
EditorImprovementUUM-134289
Updated layout, tooltips, and reset behaviour for some fields in the Skinned Mesh Renderer component.
EditorImprovement
Fixed performance metrics being reported without a sum, which prevented average values from being calculated.
Engine DiagnosticsImprovement
Calling BlobArray<T>.ToArray on an element type that contains BlobArray or BlobPtr fields is now reported as compile error UAC0044, in addition to the existing runtime exception.
EntitiesImprovement
Improved live baking diff performance in worlds with many entities.
EntitiesImprovement
Improved the performance of ComponentLookup, BufferLookup and TransformLookup methods that check whether an entity exists or has a component.
EntitiesImprovement
Added a Material Resolution setting to the Surface Cache Global Illumination renderer feature. New renderer features use Medium, and existing ones keep Very High.
GIImprovement
Added a World Culling view, an option to exclude the Scene view from entity culling, and culled and live entity and chunk counts to the Surface Cache section of the Rendering Debugger.
GIImprovement
Added Entity Culling settings to the Surface Cache Global Illumination volume override, which leave out entities that are beyond a distance from every camera, or smaller than a minimum size on screen, in pixels or degrees.
GIImprovement
Added material atlas usage to the Surface Cache panel of the Rendering Debugger.
GIImprovement
Added support for cutout materials in Surface Cache GI.
GIImprovement
Improved Memory Profiler attribution of lighting native memory, which was previously reported as Unrooted.
GIImprovementUUM-126924
Tweaked presets in Surface Cache GI to make denoised results look better.
GIImprovement
Graph Toolkit editor windows no longer keep views and models alive in static caches after they are closed.
Graph ToolkitImprovementWindows
Improved CPU performance of ray tracing acceleration structure builds when the structure contains many static instances or has had many instances removed.
GraphicsImprovement
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
Reduced render thread time for render passes whose renderer list is empty after filtering, when graphics jobs are enabled.
GraphicsImprovement
Reduced render thread time on Metal for buffers updated every frame, such as the constant buffers of the Universal Render Pipeline.
GraphicsImprovement
Improved fallback search handling of special characters.
GraphViewImprovementUUM-152948
Improved fallback search queries in the template browser.
GraphViewImprovementUUM-152891
A boxing allocation is no longer performed when the boxed value is immediately discarded.
IL2CPPImprovement
Calling GetType() on a boxed value type, including comparing the result against a typeof() expression, no longer causes a heap allocation.
IL2CPPImprovement
Casting between an enum and its underlying integer type through object no longer causes a heap allocation.
IL2CPPImprovement
Expand inlining heuristic to inline small simple methods.
IL2CPPImprovement
Fixed static field accesses not throwing an exception when a class's cctor failed on some platforms.
IL2CPPImprovement
GC.KeepAlive no longer causes a heap allocation when it is passed a value type.
IL2CPPImprovement
Generated code for some cases of pointer arithmetic is now vectorized by Clang.
IL2CPPImprovement
Implement TimerQueue's MainThreadScheduleTimer for WebGL.
IL2CPPImprovementWebGL
Improved inlining heuristic to expand set of possibly inlined methods.
IL2CPPImprovement
Improved performance of type checks when storing references into arrays.
IL2CPPImprovement
Improved performance of typeof(T) in generic code.
IL2CPPImprovement
Improved performance of typeof and Object.GetType().
IL2CPPImprovement
Removed un-needing boxing that can occur with the if (x is Type t) pattern.
IL2CPPImprovement
Updated Math.Pow and MathF.Pow to match behavior of .NET.
IL2CPPImprovement
Volatile fields and the volatile. prefix use acquire and release semantics instead of a full memory barrier.
IL2CPPImprovement
Volatile.Read and Volatile.Write use acquire and release semantics instead of a full memory barrier.
IL2CPPImprovement
Fixed Append being allowed when changing Symlink Sources option
iOSImprovement
iOS builds now use .NET 10 base class libraries.
iOSImprovement
Make AppDelegate and SceneDelegate methods in UnityPlayer public
iOSImprovement
Linux IL2CPP builds now use .NET 10 base class libraries.
LinuxImprovement
macOS IL2CPP builds now use .NET 10 base class libraries.
macOSImprovement
Reduced JIT compile overhead by skipping JIT phase timing when runtime statistics are disabled.
MonoImprovement
Analytics for .unityPackage signature at export time, from UI, API and CLI
Package ManagerImprovement
Improves keyboard navigation in the package manager details and toolbar
Package ManagerImprovement
Improved performance and memory use when many physics objects share the same callback target.
Physics 2DImprovementUUM-156561
Improved the accuracy of bouncing, which is now resolved after the rest of the contact solving each simulation step.
Physics 2DImprovementUUM-154721
Improved the performance of contact creation and shape queries.
Physics 2DImprovementUUM-152756
Improved the performance of contact solving and of finding new contact pairs.
Physics 2DImprovementUUM-158185
Improved the performance of contact, trigger, body update, and joint threshold callbacks, which no longer query the engine for each event to find its callback target.
Physics 2DImprovementUUM-158710
Improved the PhysicsCore2D Profiler to show timing information in a consistent hierarchy which indicates not only the times taken but also where in relation to other timings they occur.
Physics 2DImprovementUUM-152394
Added a draggable divider below the pinned modules. When the pinned modules don't fit in the pinned area, the area scrolls and you can drag the divider to resize it.
Improvement
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
Replaced the Scene View orientation gizmo with a lighter UI Toolkit implementation, reducing its per-repaint cost and giving it a new flat-icon style.
Scene/Game ViewImprovement
Improved the performance of engine calls to MonoBehaviour methods such as Update with the IL2CPP scripting backend.
ScriptingImprovement
The "IL2CPP Stacktrace Information" setting has been renamed to "Managed Stack Trace Information" and now affects the CoreCLR scripting backend too.
ScriptingImprovement
The "Managed Stack Trace Information" setting now affects stack traces printed from Burst code.
ScriptingImprovement
Improved how text-serialized files with invalid object headers are loaded: Unity now reports an error instead of reading the object's fileID from part of the header, or skipping the object without an error.
SerializationImprovement
Improved loading of serialized data whose layout does not match the script it belongs to: the player now logs a serialization error instead of crashing.
SerializationImprovement
The editor console and shader inspector now emit warnings when invalid KEYWORD_TYPE_FLAG keywords are detected.
ShadersImprovement
Improved test result reporting speed for large test assemblies, where looking up each test's source file and line no longer slows the run down as the number of tests grows.
Test FrameworkImprovement
Improved test result reporting speed for runs with many tests, which no longer slows down as the number of tests grows.
Test FrameworkImprovement
Improved the speed of edit mode test runs while the Editor is not the active application, which previously slowed to 10 Editor updates per second.
Test FrameworkImprovement
Improved the speed of edit mode test runs while the Test Runner window is open, which no longer repaints and recounts all results for every finished test.
Test FrameworkImprovement
Prebuild setup, post-build cleanup and player build steps are now reported as timing spans during automated test runs.
Test FrameworkImprovement
Timing spans reported during automated test runs now name their parent test or span explicitly.
Test FrameworkImprovement
2D textures dropped onto uGUI Canvas objects in the hierarchy now create or update a RawImage, or a RawImage animation for multiple textures.
uGUIImprovement
Sprites dropped onto uGUI Canvas objects in the hierarchy now create or update an Image, or an Image animation for multiple sprites.
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
Importing a localization table collection now warns when two of its keys hold the same ID, or when it has no shared table data.
UI ToolkitImprovementUUM-151766
Improved data source context caching.
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 Editor performance when importing style sheets, which no longer make UI Builder search the whole project for UXML files on every import.
UI ToolkitImprovement
Improved event dispatch performance when no events are queued and when callbacks are registered or unregistered during event dispatch.
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 resolution performance when many elements share the same cached styles.
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 style update performance for elements with transitions when an ancestor's class or pseudo-state changes without affecting their matched style rules.
UI ToolkitImprovement
Improved the performance of cloning UXML documents that instantiate templates.
UI ToolkitImprovement
Improved the performance of pointer event dispatch, especially when the pointer moves between deeply nested elements.
UI ToolkitImprovement
Improved the performance of removing elements from a UI Toolkit hierarchy, and of binding large inspectors and editor UIs.
UI ToolkitImprovement
Improved the performance of scheduling and unscheduling actions with VisualElement.schedule in panels that have many scheduled items.
UI ToolkitImprovement
Improved the performance of visual element change notifications in UI Toolkit by only notifying the internal updaters that handle each type of change.
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
Reduced the memory used by each component added to a VisualElement, and by component types that are registered but never added.
UI ToolkitImprovement
Removed the per-restyle managed allocations for elements whose UXML inline style declares custom properties (USS variables).
UI ToolkitImprovement
UI Builder no longer searches the whole project after every UXML or USS change when no UI Builder window is open.
UI ToolkitImprovement
Add Depth Pyramid for GTAO in URP
URPImprovement
Reduced memory use for renderers that have no additional lights or don't use the reflection probe atlas, and main thread time for cameras that see no reflection probe.
URPImprovement
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
Improved Web Build Size by disabling Input System's Precompiled Layouts for Web Builds.
WebImprovement
Reduced Editor startup time on Windows by removing an unnecessary wait for a background device-identifier lookup.
WindowsImprovement
Windows IL2CPP builds now use .NET 10 base class libraries.
WindowsImprovement
Graphics: Reduced CPU main thread time on URP XR Quad Views by having the inner view reuse the outer view's cached volume stack instead of re-evaluating the volume framework per stacked camera per frame.
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 Forward/Forward+ (and when not using SpaceWarp) via reducing the amount of redundant geometry rendering in the focus-inner region during the low-resolution periphery pass.
XRImprovement

Changes to a Light2D's custom material are now applied to the lights that use it, without a domain reload or entering Play mode.
Fix Crash on SetupMaskingStencilState when rendering a SpriteRenderer whose "maskInteraction" is set to an out-of-range value
Fix crash on SpriteAtlas::GetSpritesLegacy when GetSprite is called on a Sprite Atlas V1 Variant from a project saved in Unity 6.5 or earlier
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 Tile's StartUp method modified the tile's prefab asset when five or more tiles were refreshed.
Fixed an issue where creating a Tile from the Tile Palette failed when the destination folder name contained a dot.
Fixed an issue where the Tile Palette created Tile assets instead of EntityIdTile assets when the Create Tile Method preference was set to DefaultEntityIdTile.
Fixed skinned sprites using different textures rendering with the same texture on WebGL when the SRP Batcher is enabled.
2DFixWebGLUUM-153147
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 Shadow Caster 2D Casting Source dropdown showing Sprite Renderer while the shadow used the Shape Editor shape, when the Sprite Renderer was added after the Shadow Caster 2D.
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 Scene data changing on every save when a Tilemap contains tiles without Lock Color or Lock Transform, such as Rule Tiles.
Tilemap: Fixed Tilemap.RefreshAllTiles calling TileBase.RefreshTile twice per Tile on Tilemaps with five or more Tiles.
Fixed the Windows player crashing on quit when a UI Automation client (e.g. a screen reader) is running.
AccessibilityFixWindowsUUM-157903
Fixed the add and remove buttons in Adaptive Performance scaler profiles overlapping the scaler list in Project Settings and Build Profiles.
Adaptive PerformanceFixUUM-154159
Bouncy Castle upgrade (from 1.70 to 1.86). New signing keys created by the Keystore Manager use 4096-bit RSA and a SHA256withRSA certificate, instead of 2048-bit RSA and SHA1withRSA. Existing keys are not changed.
AndroidFixUUM-156925
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 an issue where the application didn't rotate to the orientation the user locked the screen to, when Default Orientation was set to Auto Rotation and Auto Rotation Behavior was set to User.
AndroidFixUUM-158455
Fixed batch-mode builds on Windows that waited forever when the Compile API Level platform was not installed.
AndroidFixWindowsUUM-158297
Fixed mouse movement producing scroll values when the cursor is locked.
AndroidFixUUM-156720
Fixed the build stopping with "Android SDK is missing build-tools." instead of offering to install the missing build-tools.
AndroidFixUUM-157581
Fixed the misaligned App Category and Custom Keystore checkboxes in Android Player Settings. (UUM-159891) First seen in 7000.0.0a9.
AndroidFixUUM-159891
Fixed touchpad input being ignored and an error being logged when the touchpad input source was not reported by the input device.
AndroidFixUUM-159337
Fixed an issue on Windows where an AudioClip failed to play, and errors were logged, after an AssetBundle was loaded again with AssetBundle.LoadFromStreamAsync once the Stream of the previous load was disposed.
Asset BundlesFixWindowsUUM-158933
Fixed a movie packing error when importing multiple video clips with parallel import enabled.
Asset ImportFixUUM-159435
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.
Asset ImportFixUUM-154025
Fixed Presets not applying values saved under a field's old name when the field was renamed with [FormerlySerializedAs] on a type in a namespace. (UUM-158328) First seen in 7000.0.0a11.
Asset ImportFixUUM-158328
Adding warnings when users call folders anything ending in .meta
Asset PipelineFixUUM-129343
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 assertion and LoadAssetAtPath returning null when reimporting an asset after it was destroyed with DestroyImmediate(asset, true).
Asset PipelineFixUUM-159082
Fixed an issue where AssetDatabase.ForceReserializeAssets became very slow when reserializing many assets that included Prefabs.
Asset PipelineFixUUM-125054
Fixed an issue where closing an Editor started with -readonly deleted files from the Temp folder of another Editor that had the same project open.
Asset PipelineFixUUM-158283
Fixed an issue where the Editor committed 1 GB of memory on Windows at startup, even in an empty project.
Asset PipelineFixWindowsUUM-159605
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 IMGUI content drawn after a call to AssetPreview.GetAssetPreview being clipped away when the previewed asset had unsaved changes.
Asset PipelineFixUUM-112558
Fixed a fatal error in the Editor when an audio output device was reconnected after Unity failed to resume audio output.
Linked bug report
UUM-158166: Crash with multiple stack traces when the main thread resumes after a USB audio output device is disconnected and reconnected

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

Retrieved 2026-11-10
AudioFixUUM-158166
Fixed the Player.log location by using the new company name / application name arguments passed to the Bug Reporter
Bug ReporterFix
Upgrade from .NET 8.0.404 to .NET 10.0.14
Bug ReporterFix
Fixed a crash when a build callback created an asset during a content directory build.
Build PipelineFixUUM-156065
Fixed a crash when ContentBuildInterface.CalculatePlayerSerializationHashForType was called with a null Type. The method now throws an ArgumentNullException.
Build PipelineFixUUM-152613
Fixed a MemberAccessException logged during content builds when a serialized generic type with a List field was included in a build. (UUM-155737) First seen in 7000.0.0a7.
Build PipelineFixUUM-155737
Fixed an issue where import workers would sometimes skip reloading loaded assets at the start of a build.
Build PipelineFix
Fixed an issue where incremental AssetBundle builds would ignore version change on a AssetPostprocessor.OnProcessScene when deciding to rebuild scene AssetBundles or not.
Build PipelineFixUUM-156337
Fixed an issue where incremental AssetBundle builds would ignore version change on a IProcessSceneWithReport using a BuildCallbackVersion attribute when deciding to rebuild scene AssetBundles or not.
Build PipelineFixUUM-156336
Fixed Build Analysis launching a macOS player instead of revealing its folder when Reveal in Finder was clicked in the Overview tab.
Build PipelineFixmacOSUUM-145942
bee_backend's stale output removal should not recheck the same file indefinitely
Build SystemFixUUM-158568
Fixed "Compilation was requested for method" Burst warnings appearing in the Console when a script has a compile error.
BurstFixUUM-156119
Fixed a Burst compiler error (BC0102) when an interpolated string was used inside a try, using or foreach block while targeting .NET 6 or later. (UUM-157423) First seen in 7000.0.0a2.
BurstFixUUM-157423
Fixed compilation error CS0433 about a duplicate ModuleInitializerAttribute type in .NET 10 assemblies that reference the engine modules. (UUM-157422) First seen in 7000.0.0a2.
BurstFixUUM-157422
Fixed possible crash/hang during editor shutdown, caused by the Burst signal handler (UUM-157850) First seen in 7000.0.0a9.
BurstFixUUM-157850
Fixed an Editor crash when a System.Diagnostics.Debug.Assert or Debug.Fail call failed; the failed assertion is now logged to the Console instead. (UUM-157144) First seen in 7000.0.0a10.
CoreCLRFixUUM-157144
Fixed a crash when a native rendering plugin event configured with kUnityD3D12EventConfigFlag_FlushCommandBuffers was issued inside a render pass.
DX12FixUUM-156929
Fixed a D3D12 debug-layer invalid resource state error, and possible rendering issues, when an SRP Batcher draw samples the bound depth texture while writing stencil. (UUM-159506) First seen in 7000.0.0a15.
DX12FixUUM-159506
Fixed an issue where a render pass with a Clear load action did not clear the stencil buffer of a depth render texture with DirectX 12. (UUM-156146) First seen in 7000.0.0a5.
DX12FixUUM-156146
Fixed an issue where resources used only by async compute could be evicted from GPU memory while still in use with DirectX 12.
DX12FixUUM-156116
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 D3D12 async compute command buffers on the same queue reading a resource in the wrong state when a later command buffer in the same frame transitions it.
DX12FixUUM-156477
Fixed D3D12 validation errors when the back buffer was recreated mid-frame with split graphics jobs in fullscreen.
DX12FixUUM-156806
Fixed incorrect rendering after a native rendering plugin event that changes descriptor heaps, because Unity did not rebind its own descriptor heaps when the event was configured with kUnityD3D12EventConfigFlag_ModifiesCommandBuffersState.
DX12FixUUM-156929
Fixed the UGK graphics device creating invalid pipeline states for logical blend operations (BlendOp Logical) on render target formats without logic op support. (UUM-157500) First seen in 7000.0.0a8.*
DX12FixUUM-157500
Fixed undefined stencil writes on DirectX 12 in render passes that use read-only depth with writable stencil on texture array or cubemap depth targets. (UUM-159505) First seen in 7000.0.0a15.
DX12FixUUM-159505
Avoid writing to immutable materials during Render Pipeline conversion.
EditorFixUUM-155341
Change max size of grid layout group to infinite. Restores previous expected behaviour.
EditorFixUUM-158101
Entitlements on unnecessary files in mac installers are eliminated
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
EditorFixUUM-156884
Fix a crash in WindowsVideoMedia::AddVideoFrame when using the Unity Recorder. Return a failure instead. (UUM-159051) First seen in 7000.0.0a7.
EditorFixUUM-159051
Fix EGL surface errors during URS client surface recreation
EditorFixUUM-145511
Fix URS BuildProfile window issues
EditorFixUUM-152528
Fixed a crash in the macOS asset import worker caused by a data race between analytics event registration and saving analytics session values.
EditorFixmacOSUUM-154130
Fixed an Editor crash when a PreviewRenderUtility was cleaned up before EndStaticPreview() was called.
EditorFixUUM-158966
Fixed an issue on macOS where dropping an asset dragged from the Project window only completed after the mouse moved again, and pressing Escape sometimes didn't cancel the drag.
EditorFixmacOSUUM-157673
Fixed an issue where creating a build profile that installs packages, such as Android XR, could set up the profile before its packages finished importing, which left its quality level without a render pipeline asset.
EditorFixAndroidXRUUM-156303
Fixed an issue where enabling a loader in XR Management could intermittently fail to persist it, leaving the loader list empty.
EditorFixXRUUM-149833
Fixed an issue where platform scripting define symbols, such as UNITY_STEAM, were listed twice in the defines returned by CompilationPipeline.GetAssemblies.
EditorFixUUM-158109
Fixed an issue where Project Auditor showed "N/A" in file location columns for issues without a file, and showed groups with no name when grouping by a column with empty values.
EditorFixUUM-159542
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.
EditorFixUUM-157442
Fixed an issue where the Cameras overlay did not list or select the Prefab's camera in Prefab Mode.
EditorFixUUM-156200
Fixed an issue with overlay resizing the wrong way while in column containers.
EditorFixUUM-137515
Fixed crash when using Bitmap fonts with ATG.
EditorFixUUM-159115
Fixed handles being locked in place after changing tool mid interaction
EditorFixUUM-157923
Fixed Hierarchy framing one row short of the actual item when creating a new game object or entity.
EditorFixUUM-155898
Fixed incorrectly reported min size value for flexible grid layout group.
EditorFixUUM-158391
Fixed MainToolbar menu items not taking into account validation function
EditorFixUUM-154089
Fixed Prefab fields partially saving after selecting the name field with Auto Save enabled.
EditorFixUUM-157667
Fixed Project Auditor not marking assemblies that failed to compile when using the MSBuild compilation pipeline.
EditorFixUUM-157019
Fixed Project Auditor reporting code issues in source files that Unity generates under the Library folder during script compilation.
EditorFixUUM-158628
Fixed Project Auditor showing as Not Responding in the Background Tasks window during code analysis when MSBuild compilation is enabled.
EditorFixUUM-157438
Fixed Project Auditor's Lifecycle API issues showing no recommendation in the Code view.
EditorFixUUM-151406
Fixed the Add Component menu showing a back arrow over the top-level list when reopened after a component was added from a submenu.
EditorFixUUM-144812
Fixed the Add Default Preset popup in the Preset Manager showing a back arrow when reopened after a preset type was selected from a submenu.
EditorFixUUM-140565
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 the Project Auditor window still reporting that the Rules package is required after the package was installed with the Install Rules button, until the Editor was restarted. (UUM-159428) First seen in 7000.0.0a14.
EditorFixUUM-159428
Fixed toolbar overflow sometimes remaining hidden.
EditorFixUUM-153019
Graphics: Fixed texture wrap modes being applied to the wrong axes on Metal when using the Unity Graphics Kernel. (UUM-158638) First seen in 7000.0.0a11.
EditorFixUUM-158638
Multiplayer: A spurious "No Current Mode set, no window to save." warning that appeared on Linux when launching multiple Virtual Players.
EditorFixLinuxUUM-147944
Multiplayer: Play Mode Scenarios window's selection highlight extending past the list divider after the window was reopened at a large size.
Linked bug report
UUM-137539: Play Mode Scenario selection/highlight is too long and out of its bounds when the Play Mode Scenario window is opened after maximizing

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

Retrieved 2026-11-11
EditorFixUUM-137539
Optimised rendering of scene view gizmos when selecting a rect transform.
EditorFix
Prevent crashes in the Hierarchy when transforms have null game objects.
EditorFixUUM-159210
Print an error when we encounter a malformed default reference.
EditorFixUUM-156836
Project Auditor: De-duplicate code issues when using MSBuild to analyze both Editor and Player configurations.
EditorFixUUM-152961
Project Auditor: Fix conflicting read/write mesh advice.
EditorFixUUM-143289
Project Auditor: Fix main docs URL.
EditorFixUUM-158435
Project Auditor: Fixed test assemblies that use the UNITY_INCLUDE_TESTS define constraint not being recognized as test assemblies, so they were analyzed when the Tests area was disabled.
EditorFixUUM-157445
Project Auditor: Hide report info for unusable URP Migration reports.
EditorFixUUM-155528
Project Auditor: Hide report info for unusable URP Migration reports.
EditorFixUUM-157912
Project Auditor: Loading a report scanned for the other URP renderer no longer treats a finished migration as incomplete.
EditorFixUUM-157913
Project Auditor: Rename an URP Quick Fix button to "Review in Converter", to better match its functionality.
EditorFixUUM-153085
Project Auditor: Show information about all issues on URP Migration Summary page.
EditorFixUUM-152854
Project Auditor: Split Migrate to URP step 3 into 2 stages: analysis and fix issues.
EditorFixUUM-159566
Project Auditor: Split Migrate to URP step 3 into 2 stages: analysis and fix issues.
EditorFixUUM-159567
Project Auditor: standard UI for summary screen issue breakdown charts.
EditorFixUUM-159723
Skip drawing fully transparent gizmos lines when RectTransforms are selected
EditorFixUUM-156679
The label for the Edit Bounds button on the Skinned Mesh Renderer component is now indented correctly.
EditorFix
Fixed a crash on startup when running an Embedded Linux player with the Vulkan graphics API. (UUM-159176) First seen in 7000.0.0a9.
EmbeddedLinuxFixLinuxUUM-159176
ANR reports are now attributed to the last session of the process that stopped responding.
Engine DiagnosticsFixUUM-157717
Fixed a possible crash when a crash report was logged from a worker thread while the Engine Diagnostics configuration was being applied.
Engine DiagnosticsFixUUM-158113
Fixed an issue where Engine Diagnostics events and exception reports did not report the scene that was active when they occurred, for example after the active scene changed through SceneManager.SetActiveScene or SceneManager.MergeScenes.
Engine DiagnosticsFix
Fixed an issue where player builds of projects not linked to Unity Cloud started Engine Diagnostics crash reporting when engine code was not stripped (non-IL2CPP builds, or IL2CPP builds with Strip Engine Code disabled). (UUM-159201) First seen in 7000.0.0a9.
Engine DiagnosticsFixUUM-159201
Fixed Android apps reporting an extra session at launch, which ended the first session with an invalid timestamp.
Engine DiagnosticsFixAndroidUUM-157715
Fixed EntityManager methods, component lookups and EntityCommandBuffer playback silently reading and writing an entity that belongs to another world; such an entity is now treated as not existing in this world.
EntitiesFix
Added missing "Always Refresh info message" in Surface Cache Volume Override if Always Refresh is disabled.
Allow disabling the Minimum Smoothness threshold for SSR in URP by setting it to 0.
Fix Clamp Reflected Color setting for SSR in URP having no effect.
Fix issue where Surface Cache brightness would erroneously flicker for patches that were switching from one cascade to another.
Fixed a crash in Surface Cache Global Illumination when a scene used more unique materials than the GPU supports in a texture array.
Fixed an issue where baking lighting with the Unified lightmapper on macOS produced non-finite values in lightmaps for meshes with degenerate triangles.
GIFixmacOSUUM-146654
Fixed an issue where changing the Lighting Data Asset field in the Baked Lightmaps tab of the Lighting window could not be undone and did not appear in Undo History.
Fixed an issue where Generate Lighting baked a cubemap for Realtime Reflection Probes.
Fixed light probe groups from an additively loaded scene pointing at the wrong probes when one of their probes overlapped a probe from an already loaded scene. (UUM-153346) First seen in 7000.0.0a3.
Fixed minor bug in QRNG_KRONECKER HLSL sampler (only affecting the QRNG_KRONECKER_ENHANCED_QUALITY mode).
Fixed Surface Cache global illumination from a Color environment light rendering black after restarting the Editor.
Fixed Surface Cache reading an incorrect punctual light sample count and frame index.
Fixed UnifiedRayTracing adding all meshLOD levels in the Compute path.
Make Surface Cache compatible with URP's "Accurate Gbuffer normals" mode.
Make Surface Cache Volume Override show a warning if the Surface Cache Renderer Feature is missing.
Prevent renderers from throwing errors when using shaders that have no meta pass in Surface Cache GI.
Fixed an issue where characters typed with an IME, such as Korean or Japanese, were duplicated in string fields on Graph Toolkit nodes.
Graph ToolkitFixUUM-130669
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.
Graph ToolkitFixUUM-155546
Fixed bug where GraphLogger messages would be logged twice
Graph ToolkitFixUUM-151632
Fixed IPort.Name returning null for some variable node ports, which caused name-based IsConnectionAllowed rules to throw a NullReferenceException.
Graph ToolkitFixUUM-151603
Fixed MenuContext.ClickedObject being null when right-clicking a node, block, state or condition whose script is missing.
Graph ToolkitFixUUM-155408
Fixed slower domain reloads in projects using Graph Toolkit, caused by a scan of all graph assets on every reload. (UUM-157949) First seen in 7000.0.0a5.
Graph ToolkitFixUUM-157949
Fixed the graph visualization API so that it no longer throws errors when attempting to customize graph elements that are not visible in the current graph view (such as elements nested within subgraphs).
Graph ToolkitFixUUM-156358
Fixed the Item Library showing outdated variable names and types, and warning about duplicate items, after a blackboard variable was renamed or had its type changed.
Graph ToolkitFixUUM-140026
Fixed the Move items in the menus of a state machine transition rule being disabled when the rule was not selected.
Graph ToolkitFixUUM-158172
Added the boot.config setting vulkan-pso-max-size-mb to control the size limit of the persistent pipeline state cache (0 = unlimited; default remains 50 MB on Android and unlimited on other platforms). Now when the driver's pipeline cache exceeds the limit, the log now reports the cache size, the limit and the setting to change, instead of only "Failed to get pipeline cache data".
GraphicsFixAndroidUUM-159420
DirectX 12: Fixed render targets being left in the wrong resource state, reported as debug layer errors, when a native plugin event flushed command buffers or a GPU fence was used inside a render pass. (UUM-159031) First seen in 7000.0.0a13.
GraphicsFixUUM-159031
Ensured that GPU skinning intermediate buffers are in GPU memory to improve performance on discrete GPUs.
GraphicsFixUUM-132599
Fix the right eye in XR multi-pass selecting different LODs than the left eye when using camera stacking
GraphicsFixXRUUM-157818
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.
GraphicsFixUUM-158653
Fixed a crash when a build started while occlusion culling was baking in the background.
GraphicsFixUUM-114053
Fixed a GPU hang with DirectX 12 ray tracing under high GPU memory pressure, for example when baking Adaptive Probe Volumes in a scene with a large Terrain.
GraphicsFixUUM-130872
Fixed a UnityGraphicsKernel validation error and crash when building a ray tracing acceleration structure with both PreferFastTrace and PreferFastBuild. (UUM-159314) First seen in 7000.0.0a14.
GraphicsFixUUM-159314
Fixed a Z-Fighting issue happening on arm-based macs with depth priming enabled. Re-enabling depth priming for WebGPU builds.
GraphicsFixUUM-158250
Fixed an Editor crash on DirectX 12 when the Frame Debugger inspected a draw that binds a GraphicsBuffer-backed constant buffer inside a native render pass.
GraphicsFixUUM-150243
Fixed an issue where CommandBuffer.CopyCounterValue in an async-compute command buffer could copy an incomplete append counter value on some platforms (UUM-158287) First seen in 7000.0.0a12.
GraphicsFixUUM-158287
Fixed an issue where render textures with an explicit mip count allocated a full mip chain on Metal. (UUM-158642) First seen in 7000.0.0a11.
GraphicsFixUUM-158642
Fixed an issue where URP and HDRP did not upgrade materials when you imported a project with -batchmode -quit.
GraphicsFixUUM-153768
Fixed BatchRendererGroup procedural and indirect draws not rendering on DX12 with the Unity Graphics Kernel. (UUM-157510) First seen in 7000.0.0a2.
GraphicsFixUUM-157510
Fixed crash in RenderTarget::SetActive when Asset import is triggered, and the camera's target buffers were set using Camera.SetTargetBuffers.
Linked bug report
UUM-148003: Crash on RenderTarget::SetActive when triggering an asset import in Play mode with a camera rendering to multiple render targets

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

Retrieved 2026-11-11
GraphicsFixUUM-148003
Fixed draws in a depth-only subpass writing color output to the first color attachment on Metal. (UUM-156144) First seen in 7000.0.0a5.
GraphicsFixUUM-156144
Fixed GLES render pass failure with unsupported MSAA auto-resolve to backbuffer.
GraphicsFixUUM-152645
Fixed misaligned warning icon in shader Inspector.
GraphicsFixUUM-154699
Fixed missing objects and shadows in Quad Views with camera stacking
GraphicsFixUUM-150107
Fixed stencil buffers of depth render textures being unavailable to compute shaders on Metal when using the Unity Graphics Kernel. (UUM-157476) First seen in 7000.0.0a11.
GraphicsFixUUM-157476
Fixed the core render pipeline FoveatedRemapDensity() shader function to correclty return density rather than treating the return value as a UV. Fixed per platform fallbacks for RemapFoveatedRenderingDensity() when it is disabled or not supported to return 1,1 which is the standard density.
GraphicsFixUUM-150255
Fixed untyped texture in ProbeVolume shader.
GraphicsFix
Fixed use-after-free of Vulkan scratch memory.
GraphicsFixUUM-151539
Fixed which of two lights at the same distance from the camera is kept, when a Universal Render Pipeline scene has more lights than it can render, changing from one run to the next. (UUM-153326) First seen in 7000.0.0a9.
GraphicsFixUUM-153326
Shader Build Settings Build Profile Override now uses Project Settings as a base.
GraphicsFixUUM-156533
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
When On-Tile Only mode, Deferred rendering, and MSAA are enabled, platforms that support MSAA back buffer now actually fallback to Forward(+) at runtime, as described by the Editor Inspector warning.
GraphicsFixUUM-155206
Fixed an issue where two Diffusion Profiles could silently share the same hash. The second profile now gets a unique hash and a warning is logged.
HDRPFixUUM-158938
Fixed HDRP structures being stripped from builds when Managed Stripping Level is High
HDRPFixUUM-128748
Fixed LOD crossfade dithering in Shader Graph materials, which could show a fully alpha-clipped LOD during the transition.
HDRPFixUUM-154532
Fixed Metal warnings about _StencilTexture when transparent Unlit materials with fog are visible in the Scene view in Unlit draw mode.
HDRPFixUUM-142978
Added support for generic types and generic methods in UnsafeAccessorAttribute.
IL2CPPFix
Error messages for P/Invoke libraries that fail to load on iOS, Linux and macOS no longer list impossible paths, and on iOS an absolute library path's real load failure is reported first.
IL2CPPFixiOSmacOSLinux
Fixed a C++ compile error when user code calls RuntimeHelpers.InitializeArray with a field handle that does not come directly from an ldtoken.
Linked bug report
UUM-154626: IL2CPP player build fails to compile with error C2664 when a script calls RuntimeHelpers.InitializeArray(Array, RuntimeFieldHandle)

How to reproduce: Open the attached "IN-150170" project Locate Edit > Project Settings > Player > Other Settings > Configuration Set “Scripting Backend” to "IL2CPP" Open File > Build Profiles Switch platform to Windows Press “Build” Wait for 30-200 seconds Observe the Console Actual result: Build fails during C++ compilation with "error C2664: ‘void il2cpp_codegen_runtime….' Expected result: P…

Retrieved 2026-11-11
IL2CPPFixUUM-154626
Fixed a crash when passing a string parameter marked as MarshalAs(UnmanagedType.VBByRefString) to native code.
IL2CPPFix
Fixed FileSystemWatcher causing shutdown hang on Linux/Android in some cases
IL2CPPFixAndroidLinux
Fixed IL2CPP player builds failing with UnityLinker errors IL1009 and IL1040 when a plugin folder that contains player assemblies also contains an editor-only assembly with an assembly-level attribute from an assembly that is not part of the build.
IL2CPPFixUUM-158594
Fixed marshaling System.Object as VARIANT when it is being returned from P/Invoke method with IsPreserveSig=false.
IL2CPPFix
Fixed P/Invoke on Linux Players prepending the Player folder to an absolute DllImport library path, which hid the real path and load error in the resulting exception.
Linked bug report
UUM-155034: "DllImport" resolves an absolute library path inside the Player folder when running a Linux Player

Reproduction steps: 1. Open the attached "IN-155585" project 2. In the menu bar, navigate to File > Build Profiles and make sure "Linux" is the active platform 3. Click "Build" and save the Player as "AbsolutePathPInvoke" in the project's "Build" folder 4. Open a console in the "Build" folder and run "./AbsolutePathPInvoke.x86_64 -batchmode -nographics -logFile - | grep "absolute path"" 5. Obs…

Retrieved 2026-11-11
IL2CPPFixLinuxUUM-155034
Removed boxing allocation from devirtualized calls on struct interface implementations in generic code (UUM-156196) First seen in 7000.0.0a7.
IL2CPPFixUUM-156196
Fixed IMGUI input and hover on a secondary window registering on the main display on QNX and Embedded Linux.
IMGUIFixLinuxUUM-151157
Fix MakeUniqueName overflow and Device Simulator help text.
Input SystemFix
Fixed device layout matchers not matching decimal capability values given as strings, for example in JSON layouts, on systems set to a culture such as Swedish or French.
Input SystemFixUUM-154506
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.
Input SystemFixUUM-158878
Fixed Input System actions enabled during startup, for example in an Entities system's OnCreate, being disabled when entering Play Mode with domain reload disabled and in Player builds.
Input SystemFixUUM-151403
Fixed keys held when a Windows Player lost focus staying pressed after the Player regained focus.
Input SystemFixWindowsUUM-157482
Fixed Mouse.clickCount increasing on every pointer move while a mouse button was held on Windows.
Input SystemFixWindowsUUM-158462
Fixed OnMouseOver and OnMouseDrag only being called on frames where the pointer moved, instead of every frame while the pointer is over the Collider. With a touchscreen, the Collider under the last touch position now keeps receiving OnMouseOver after the touch ends, matching the legacy Input Manager.
Input SystemFixUUM-153115
Fixed the Input Actions editor moving the selection to the next action, and expanding it, when undoing a duplicated binding.
Input SystemFixUUM-153990
Fixed the Player Input component Inspector not showing the action map events after the Behavior is set to Invoke Unity Events, until the GameObject was selected again.
Input SystemFixUUM-150956
Fixed touch input from Unity Remote 5 being ignored when using the Input System package.
Input SystemFixUUM-155327
Fixed crash on FindWorkspaceDocumentForPath when the Xcode process launched by Build And Run is replaced by another application.

Updated the Universal 2D project template to include 2D Physics Core settings.
2DChange
Adaptive Performance settings assets are now generated in Assets/Settings/AdaptivePerformance, and existing assets in Assets/Adaptive Performance are moved there automatically.
Adaptive PerformanceChange
Moved Transparency Sort settings out of the Built-In tab in Graphics settings.
EditorChange
Shortcut actions and global input handlers now run outside of OnGUI, so Event.current is null inside them; use ShortcutArguments.sourceEvent to read the triggering event.
EditorChangeUUM-153126
EntityManager.CopyEntitiesFrom no longer makes structural changes in the source world.
EntitiesChange
GameObjects now have entities with chunk storage in the active World, so entity queries match them like any other entity.
EntitiesChange
When a world has several managed systems of the same type, GetExistingSystemManaged and GetOrCreateSystemManaged now return the most recently created one, matching ISystem lookups.
EntitiesChange
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
Sprite Renderer no longer applies GPU blend shapes when Mesh Deformation is set to CPU in Player Settings.
GraphicsChange
On an unfolded iPhone Duo, Display.main was the outer panel instead of the panel the game renders on, so rendering to Display 2 replaced the game and Screen.fullScreen returned false. (PLAT-22932)
iOSChange
Changed Package Manager to use the production environment when the Editor's cloud environment is set to a value other than production or staging.
Package ManagerChange
A contact cancelled by a pre-contact callback is now updated every simulation step, so the callback is called every step while the shapes stay in contact.
Physics 2DChangeUUM-158185
Changed the default "PhysicsShapeDefinition" to enable "contactEvents" and "triggerEvents", and the default "PhysicsChainDefinition" to enable "triggerEvents", so a shape only needs "isTrigger" enabled to detect other shapes.
Physics 2DChangeUUM-158710
Contact and hinge joint solving were restructured, so simulation results can differ slightly from previous versions.
Physics 2DChangeUUM-158185
Polygons created from vertices now keep vertices that are much closer together before welding them, and "PhysicsWorld.minPolygonEdgeLength" now reports this smaller distance.
Physics 2DChangeUUM-158185
Fixed Is.Not.AllocatingGCMemory() under-reporting allocations when another allocation constraint runs inside the measured delegate.
Test FrameworkChange
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 grid line placement and -unity-slice properties not recording or playing back in UI Animation Clips.
UI ToolkitChange
In IL2CPP builds, the il2cpp_data folder has been moved out from the Data folder as it is now architecture specific. It now lives next to the executable.
Universal Windows PlatformChangeWindows
In IL2CPP builds, the il2cpp_data folder has been moved out from the Data folder as it is now architecture specific. It now lives next to the executable, similar to the Managed folder in CoreCLR builds.
WindowsChange
Updated the Universal 2D project template to include 2D Physics Core settings.
2DChange
Adaptive Performance settings assets are now generated in Assets/Settings/AdaptivePerformance, and existing assets in Assets/Adaptive Performance are moved there automatically.
Adaptive PerformanceChange
Renamed the "Build App Bundle (Google Play)" build setting to "Build App Bundle".
AndroidChangeUUM-151967
Updated the Android Gradle Plugin (AGP) version from 9.0.0 to 9.1.1.
AndroidChange
Asset Import: Changed how Unity picks an asset's main object, so that objects an AssetPostprocessor adds with AddObjectToAsset no longer replaces the object the importer produces. To make an added object the main object, call AssetImportContext.SetMainObject in the postprocessor. Unity reimports all assets the first time you open an existing project, and some assets might have a different main object afterwards. Refer to the Unity 7.0 upgrade guide.
Asset ImportChangeUUM-153090
Updated the asset import pipeline, so Unity reimports all assets in a project the first time you open it in this version of the Editor.
Asset ImportChange
bee_backend now requires glibc >= 2.35 on linux (ubuntu 22.04 or later)
Build SystemChangeLinux
Burst now compiles macOS players for Apple Silicon only, and the Burst AOT Settings no longer offer x64 CPU architectures for macOS.
BurstChangemacOS
Changed Burst's default LLVM version to 23.
BurstChange
Structs with auto-layout can now be used in Burst as long as they are not a part of a method's signature or a job's struct. This allows tuples to be used in structs that don't cross the managed-native barrier again.
BurstChange
Update the native Selection API to use ObjectPtr instead of ObjectRef.
CoreChange
Environment.Exit() now throws a PlatformNotSupportedException on the CoreCLR scripting backend. Use Application.Quit() instead.
CoreCLRChange
Changed the Editor preferences folder to Editor-7.x, which is seeded on first launch by copying the existing Editor-5.x folder so that earlier Editor versions keep their own preferences.
EditorChange
Changed the Project Auditor Suppressed Issues preference to also accept spaces as a delimiter between issue IDs, in addition to commas and semicolons.
EditorChange
Changing the Editor theme, Editor font, Editor language to now prompts for restart the Editor.
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/7000.0/Documentation/Manual/configurable-enter-play-mode.html)
Change
[Enter Play mode without domain reload](https://docs.unity3d.com/7000.0/Documentation/Manual/domain-reloading.html)
Change
[Domain and scene reload execution order reference](https://docs.unity3d.com/7000.0/Documentation/Manual/configurable-enter-play-mode-details.html).
Change
Moved Transparency Sort settings out of the Built-In tab in Graphics settings.
EditorChange
Shortcut actions and global input handlers now run outside of OnGUI, so Event.current is null inside them; use ShortcutArguments.sourceEvent to read the triggering event.
EditorChangeUUM-153126
The macOS character palette shortcut now only opens the palette while a text field is being edited.
EditorChangemacOS
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
EntityManager.CopyEntitiesFrom no longer makes structural changes in the source world.
EntitiesChange
GameObjects now have entities with chunk storage in the active World, so entity queries match them like any other entity.
EntitiesChange
Remove the obsolete HierarchyColor field in Subscene
EntitiesChange
The Unity.Entities runtime now ships in the engine as UnityEngine.EntitiesModule. Its public types are forwarded from the Unity.Entities package assembly, so existing code keeps compiling.
EntitiesChange
UnityObjectRef<T> now has a public EntityId property and a FromEntityId factory method.
EntitiesChange
When a world has several managed systems of the same type, GetExistingSystemManaged and GetOrCreateSystemManaged now return the most recently created one, matching ISystem lookups.
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
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
Surface Cache Global Illumination debug views are now displayed as a resizable Rendering Debugger overlay and no longer replace the scene's global illumination.
GIChange
Added an error banner in the main window if the project is using Built-in Render Pipeline
GraphicsChange
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
Disabled Built-in Render Pipeline rendering paths, render black instead.
GraphicsChange
Sprite Renderer no longer applies GPU blend shapes when Mesh Deformation is set to CPU in Player Settings.
GraphicsChange
Removed a warning displayed at build time in specific XR setup that is breaking build determinism for Content Directory builds.
HDRPChangeXR
On an unfolded iPhone Duo, Display.main was the outer panel instead of the panel the game renders on, so rendering to Display 2 replaced the game and Screen.fullScreen returned false. (PLAT-22932)
iOSChange
Remove public keyword from topMostController variable as it is not part of public API
iOSChange
Changed NativeList and UnsafeList to preserve only the first Length elements when capacity grows. Data written beyond Length through the raw pointer is no longer retained across a reallocation.
KernelChangeUUM-129943
Changed the Multiplayer Center genre selection screen to show the game genres side by side as cards, each with its architecture, complexity, and cost, so they can be compared at a glance.
MultiplayerChange
NGO (com.unity.netcode.gameobjects) package was updated in the editor manifest to newest major version (3.0.0).
Changed Package Manager to use the production environment when the Editor's cloud environment is set to a value other than production or staging.
Package ManagerChange
"ManifoldPoint.normalVelocity" is now only guaranteed to be measured when the shape is bouncy or hit events are enabled, and can read zero otherwise.
Physics 2DChangeUUM-154721
"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
A contact cancelled by a pre-contact callback is now updated every simulation step, so the callback is called every step while the shapes stay in contact.
Physics 2DChangeUUM-158185
Changed the default "PhysicsShapeDefinition" to enable "contactEvents" and "triggerEvents", and the default "PhysicsChainDefinition" to enable "triggerEvents", so a shape only needs "isTrigger" enabled to detect other shapes.
Physics 2DChangeUUM-158710
Contact and hinge joint solving were restructured, so simulation results can differ slightly from previous versions.
Physics 2DChangeUUM-158185
Polygons created from vertices now keep vertices that are much closer together before welding them, and "PhysicsWorld.minPolygonEdgeLength" now reports this smaller distance.
Physics 2DChangeUUM-158185
Setting "PhysicsWorld.maximumLinearSpeed" or "PhysicsWorldDefinition.maximumLinearSpeed" below "PhysicsConstants.MinMaximumLinearSpeed" now raises it to that minimum.
Physics 2DChangeUUM-154721
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
Changed the Editor so that it emits C# compiler warnings for immutable packages, such as packages installed from a package registry. Warnings from these packages now appear in the Console window and the Editor log.
ScriptingChange
UNITY_64 preprocessor symbol no longer gets defined when building for any platform.
ScriptingChange
Changed text serialized files so they begin with a %UNITY format version directive, which makes an earlier version of Unity report an explicit error when opening a file saved in this version instead of loading it with missing data.
SerializationChange
Text serialized files such as scenes and prefabs no longer start with a %UNITY 7.0 line, so Unity 6 can open them again, and files saved with that line still load.
SerializationChange
Reflected function fallback keys now use the fully qualified signature (this will not impact correct usage of the ProviderKey hint).
ShadergraphChange
UnityEditor.Rendering.CoreBuildData.developmentBuild is now an error to use instead of a warning. It was already obsolete since Unity 6.6 and always returned false. Use UnityEditor.Rendering.CoreBuildData.useDiagnosticChecks instead.
SRP CoreChange
Fixed Is.Not.AllocatingGCMemory() under-reporting allocations when another allocation constraint runs inside the measured delegate.
Test FrameworkChange
Updated FreeType to version 2.15.0, which adds support for mirrored Apple Color Emoji glyphs on macOS and slightly changes how text renders in the Hinted Smooth and OS Default font rendering modes.
TextChangemacOS
The URP sample template no longer includes a copy of the TextMesh Pro essential resources and uses the built-in resources from the uGUI package instead.
TextMeshProChange
Built-in USS filter functions with missing or wrong-typed arguments now use the filter's default values and log a warning instead of an error.
UI ToolkitChangeUUM-155773
Changed Constant Physical Size panels to account for the Game view's Low Resolution Aspect Ratios setting when resolving scale.
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 grid line placement and -unity-slice properties not recording or playing back in UI Animation Clips.
UI ToolkitChange
Importing localization shared table data that has two entries using the same key now renames the duplicate and logs a warning.
UI ToolkitChangeUUM-151766
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
The UI Builder canvas now zooms to fit the viewport and grows to its content the first time a document opens.
UI ToolkitChangeUUM-157282
UI Toolkit runtime panels no longer discard input events when the application is not focused; whether input is delivered while unfocused is now controlled by the input settings.
UI ToolkitChange
Changed how the batching runs for the completion of any remaining DebugDraw jobs still running from the previous frame in, before the streams are cleared for re-use. This may improve performance when using DebugDraw
Unity PhysicsChangeUUM-152608
In IL2CPP builds, the il2cpp_data folder has been moved out from the Data folder as it is now architecture specific. It now lives next to the executable.
Universal Windows PlatformChangeWindows
Moved Light Falloff Mode from the URP Asset to Graphics Settings.
URPChange
Removed a warning displayed at build time in specific Light setup that is breaking build determinism for Content Directory builds.
URPChange
Removed a warning displayed at build time in specific XR setup that is breaking build determinism for Content Directory builds.
URPChangeXR
Renamed the Light Falloff Mode option from Linear to Quadratic.
URPChange
In IL2CPP builds, the il2cpp_data folder has been moved out from the Data folder as it is now architecture specific. It now lives next to the executable, similar to the Managed folder in CoreCLR builds.
WindowsChange
UnityEngine.XR.InputDevices.deviceDisconnected and UnityEngine.XR.InputDevices.deviceConnected, and legacy XRNode tracking-lost notifications, no longer fire across an application pause/resume for a device that is still present. InputDevice handles now stay valid across pause/resume instead of going stale. If you used those callbacks to re-acquire handles or re-apply device state on resume, use OnApplicationPause or Application.focusChanged instead.
XRChange

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