Fix ArgumentException when using overlay camera in 2D Renderer.
7000.0.0a7
Alpha · Released Oct 6, 2026 · Changeset 581996e1a8f7 · 614 release notes
67build score
Upgrade risk+28Net cleanup+20Live debt+19
cohort: alpha (39)
Fix case where crash with multiple stack traces when Sprites with a high resolution get Sliced to a Grid with a small cell size in the Sprite Editor
Fix case where ideo is not rendered when the VideoPlayer GameObject is disabled and re-enabled after playback starts while using Material Override render mode
Fix intermediate texture not created when requested by render pass
Fix issues where Unsaved Changes Detected pop-up are doubled after editing Sprite Atlas asset if it was open on multiple Inspector windows and choosing the Discard option
Fix section headers for 2D/Grid Brush and 2D/Tile Palette preferences
Fixed 2D lights changing position and orientation when rotating an Android device in projects built with Vulkan and Apply display rotation during rendering enabled.
Fixed 2D projected shadows not rendering on some platforms
Fixed a NullReferenceException when a Light 2D created from a script is set to Freeform without a shape path.
Fixed an issue where lowering the maximum zoom level in the Sprite Editor Window preferences allowed the Sprite Editor to zoom out beyond the minimum zoom level.
Fixed an issue where the Shadow Displacement port on the Shadow Caster 2D Shader Graph target was read in the caster's local space instead of world space.
Fixed child GameObjects of a Tile's instantiated GameObject remaining in the Scene after exiting Play mode or reloading the Scene.
Fixed IndexOutOfRangeException errors thrown while editing a Freeform Light 2D shape whose edges overlap.
Fixed Render Objects feature failing when depth buffer is disabled.
Fixed Shadow Caster 2D so that the shape outline is drawn in the Scene view for every Casting Option, including Self Shadow and No Shadow.
Fixed the active Brush changing to the last selected Brush Pick when the Brush Pick filter was toggled on and off.
Fixed the camera sorting layer texture resolution being affected by the Render Scale setting on the 2D Renderer.
Fixed the Grid Selection Offset, Rotation and Scale fields in the Inspector not updating while dragging a Grid Selection gizmo in the Scene view.
Fixed the Grid Selection transform and color fields accepting input that was silently discarded when the selection contains no Tiles. The fields, selection tools and Delete Selection button are now disabled in that case.
Fixed the Open Tile Palette button and Tilemap Focus dropdown not filling the full width of their Scene view overlay.
Fixed the Sync Active Palette button in the Tile Palette window being cut off or hidden when the window is resized horizontally.
Fixed Tilemap tile data potentially being copied incorrectly when refreshing tiles.
Fixed Tiles in the Tile Palette window rendering in solid grey after exiting Play mode when Domain Reload is disabled.
Fixes LineRenderer not initializing correctly when toggling enable on game object.
Inspector - Unsaved Changes Detected pop-up shows for each Inspector window when editing Sprite Atlas asset
Platform specific overrides panel for Sprite Atlas asset does not support Undo or Redo operations
Reduced CPU cost of 2D lights and shadow casters that do not use a custom material.
The Search window no longer renders blank for a few seconds the first time it opens.
Update error log when accessing index out of bounds meaningful.
Fixed Adaptive Performance settings being deleted from a Build Profile when an invalid clipboard payload was pasted into them.
Fixed pasting a Build Profile with Adaptive Performance disabled not clearing the Adaptive Performance settings of the profile it was pasted into.
Fixed pasting a clipboard that holds no Adaptive Performance settings into a Build Profile silently doing nothing instead of reporting that the clipboard cannot be pasted.
Fixed pasting a modified clipboard payload into a Build Profile adding an unrelated ScriptableObject as a hidden sub-asset and removing the existing Adaptive Performance settings.
Fixed a crash in the Editor and development builds when an Experimental.AI.NavMeshQuery created with Allocator.Temp was disposed after its NavMesh had been destroyed.
AIFix
Fixed a crash when a copy of a NavQueryBuffer was used for a pathfinding operation after the buffer it was copied from had been disposed. In the Editor and in development builds such a copy now reports itself as disposed, the same as a buffer that was disposed in place.
The sourceBounds from a NavMeshData object generated far from origin were incorrectly including the origin. These bounds now wrap tightly around the meshes used for building the NavMesh.
Fix "Failed to find target with hash string android-37" when Target API Level 37 is selected.
fix SIGSEGV on Application.Quit() when the cursor was ever set
Fixed a false-positive Java heap leak failure in the Android player-unloading integration test by excluding first-reload warmup from the baseline.
Fixed CanBuildWithSymlinkSources flakiness caused by parameterized runs sharing a temp export directory.
Fixed freeze when relaunching GameActivity immediately after unload in UaaL mode.
Fixed the Compile SDK Version dropdown in Android Player Settings listing API levels that are lower than the minimum supported compile API level.
Stop requiring minSdk/targetSdk platform SDK to be installed in CheckAndroidSDK.cs.
Crash when calling AnimationUtility.SetAdditiveReferencePose` with a null clip or referenceClip.
Fixed an issue where clicking in the "Edit Key" fields of the Animation Window curve view wouldn't deselect the text in the field.
Fixed Animator transitions with Bool or Int conditions evaluating incorrectly after the referenced parameter was deleted and re-created with a different type.
On tvOS, pressing the Menu button now exits fullscreen video playback in Full, Minimal, and CancelOnInput control modes, not just CancelOnInput.
Fixed a player crash when instantiating a prefab from an AssetBundle that was reached through a reference to a child object of a prefab in another AssetBundle.
Fixed AssetBundle build reports not recording time or log messages for pre/post-process build callbacks.
Fixed AssetBundle content hashes changing between builds of unchanged content with Addressables or the Scriptable Build Pipeline, causing players to redownload unmodified bundles. Affected bundles get a new hash on the first build after upgrading.
Fixed a docked Import Activity window disappearing and showing as "Failed to load" after maximizing and restoring a different docked window.
Fixed an Editor crash in Transform when an asset reimport unloaded objects that were still loaded.
Fixed Asset Import Workers running on Direct3D12 when the Editor was started with a different forced graphics API, such as -force-d3d11. Workers now inherit the graphics API requested on the Editor command line.
Enabled 3 Directory monitoring tests with CoreCLR
Fix ActiveRefreshImportMode not returning a valid value when Editor is launched with command line argument: -refreshImportMode OutOfProcess
Asset PipelineFix
Fix warning saying added ScriptedImporter is not running out of process when it is
Fixed "ScriptableSingleton ... already exists" warnings appearing in the Console when a package creates its settings asset, for example after installing the XR Composition Layers package.
Fixed a crash on Editor shutdown caused by an asset import worker timer callback running after the worker manager was destroyed.
Fixed a crash when opening a project that contained a manager asset holding an object of the wrong type.
Fixed a crash when opening a project with a corrupted Library.
Fixed a random Editor crash on shutdown caused by a data race in the asset database script artifact bookkeeping.
Fixed a regression that slowed memory snapshot capture on Windows.
Fixed a spurious error message "Failed to update AssetBundle names in the database" that can succeed on an automatic retry.
Fixed an issue on Windows where saving ProjectSettings.asset could fail while an asset import worker process was starting in a project without a ProjectVersion.txt file.
Fixed an issue where content could fail to commit to the data store after the Editor was force-quit during an import.
Fixed an issue where the Editor could crash during a domain reload or on quit while asset previews were loading.
Fixed an issue where the editor could hang if the Unity.DataStore process was killed.
Fixed asset paths with two or three leading path separators (for example ///asset) being incorrectly rejected as invalid on Windows CoreCLR Editors. Drive-relative and volume-separated asset paths (for example C:a.prefab) are now validated identically on Mono and CoreCLR Editors.
Fixed assets not reimporting when enum members change in a script, on the CoreCLR editor.
Fixed a bug on macOS where audio playback would slow down when the microphone was being used by the system
Fixed Microphone.devices reporting no devices when the Editor or Player started with a Bluetooth headset connected while using the Enhanced Audio Foundation on Linux.
Fixed the Player.log location
Bug ReporterFix
Improved the resilience pipeline when fetching the Editor version for a bug report
Bug ReporterFix
Fixed an issue in the Build Analysis window where all columns of a table could be hidden, which left an empty list that could still be scrolled and selected.
Fixed an issue where a BuildFailedException thrown during AssetPostprocessor.OnProcessScene was not automatically failing the build.
Fixed an issue where Build Details showed a "Content Options" row for Player builds and a "Build Options" row for Content Directory builds that always read "None".
Fixed build step labels in the Build Analysis window showing internal method names instead of readable text.
Fixed sequential command line builds started with -activeBuildProfile compiling scripts for the previously active platform.
Fixed a cross-thread memory deallocation error that could occur when resolving content IDs through the Accelerator.
Fixed connecting to a Unity Accelerator when no port is specified in the cache server IP address: the default port now follows the TLS/SSL setting (10443 with TLS enabled, 10080 without).
Cache ServerFixServer
Fixed editor hangs when using TLS connections to a Unity Accelerator. One due to always failing certificate verification, which previously made the -cacheServerIgnoreTLSVerification command line argument mandatory for TLS and the other from closing the connection without a TLS close handshake. (EAD-2537)
Cache ServerFixServer
Fixed Leak Detection reporting false leaks on the first Domain Reload after switching from EnabledWithStackTrace to Enabled.
Fixed batch mode Editor invocations appearing to hang for up to 10 minutes when their output is captured by a parent process.
Fixed incorrect code generation when the JIT removed a BITCAST over a narrow (byte or ushort) load, which could leave garbage in the upper bits instead of correctly zero- or sign-extending the value (upstream dotnet/runtime #133597).
Fixed Localization and Smart Strings links in the documentation
Fix regex patterns in .buginfo, which fell through to the wrong team.
Fixed a DirectX 12 validation error caused by incorrect resource-state tracking on async command lists.
Fixed a graphics validation error (category 9, id 538) at BeginRenderPass for render pass input attachments when using split-threaded native graphics jobs.
Fixed a random crash on Windows when using the Direct3D12 graphics API, caused by a use-after-free when releasing GPU buffers.
Fixed fields in the D3D12 Device Filter Inspector overflowing their section when the Inspector window was resized.
Fixed foldouts on a D3D12 Device Filter List asset collapsing when the asset was deselected and reselected in the Project window.
Fixed graphics API validation errors (invalid resource state 9:538 and resource barrier state mismatch 8:527) on depth-stencil attachments when native graphics jobs use split threading.
Fixed Player Settings showing unusable D3D12 device filtering settings for platforms that don't support Direct3D12.
Fixed terrain ShaderGraph splatmap layers beyond the 4th failing to render on DX12 in the Deferred and Deferred+ rendering paths when Rendering Layers or Decal Layers were enabled.
add UaaL support for Swift Project type in iOS/tvOS
EditorFixiOStvOS
Avoid having multiple errors when changing the technical name of a custom package already in the project manifest.
Derived platform defines are now available in asmdef define constraints.
Fix broken profiles when multiple build profile variants share a package
Fix Project Auditor empty-state message for filtered vs. empty categories
Fix use case: reparent into a layout group, then undo
FIxed a bug where the main toolbar unity logo appeared vertically stretched on mac retina display.
Fixed a bug where the prefab stage header text did not update after the asset name was modified in the project browser.
Fixed a crash that could occur when undoing the addition of a Visual Effect component to a GameObject.
Fixed a crash when closing the Inspector tab while an in-editor tutorial is running.
Fixed a flaky Android startup integration test (AndroidInitActivity.TestStartup_ARM64IL2CPP) and re-enabled it.
Fixed a grammatical error in the warning shown on the Install URP step of the Migrate to URP wizard.
Fixed a MissingReferenceException that the Inspector logged on Play mode exit when it was scrolled down and showed a Volume component.
Fixed a NullReferenceException thrown when selecting a GameObject in the Hierarchy while the Tool Contexts overlay was displayed but collapsed.
Fixed account dropdown display when entering play mode
Fixed an Inspector tracker leak that logged SerializedObjectNotCreatableException errors on domain reload after closing an Inspector window with a serialized lock state.
Fixed an issue where Build Profile Configurations in the Platform Browser could overlap the Packages section after resizing the window.
Fixed an issue where BuildPlayerOptions.previousBuildReportDirectories remained empty even though build reports should have been added.
Fixed Android External Tools preferences window becoming unresponsive when typing paths with a custom JDK whose release file is missing.
Fixed bug where attempting to switch to a saved Editor layout while a window with unsaved changes was open could make it impossible to cancel the layout change.
Fixed Built-In Render Pipeline to URP migration wizard from accepting HD Render Pipeline assets
Fixed EditorWindow.HasOpenInstances returning true during a windows OnDestroy callback.
Fixed GameObjects with HideAndDontSave hide flags not disappearing immediately from the Hierarchy window when the flag was changed through an Inspector property edit.
Fixed issue where inter-process communication on POSIX systems can miss bytes due to incorrect state machine logic.
Fixed Localization key metadata changes not appearing in the Inspector until the GameObject was reselected.
Fixed Project Auditor reporting a successful analysis with an incomplete Precompiled Assemblies list when a precompiled assembly analyzer threw an exception.
Fixed Project Auditor writing a malformed Suppressed Issues list when suppressing an issue type, which inserted an empty entry if the field already ended in a delimiter and left duplicate issue IDs in place.
Fixed rotate tool snapping imprecisions
Fixed scene view materials leaking each time the editor entered or exited Play mode with CoreCLR.
Fixed Scene Visiblity Update Issue Without a Scene View
Fixed selecting UITK shaders generating console warnings on macOS
Fixed tabs getting stuck when dragging across dock areas
Fixed the "Add Component" button on the UI Document upgrade dialog not creating an Undo operation.
Fixed the "Enable Grid Layout" setting not working at runtime
Fixed the Build Details Output Path button doing nothing in the Build Analysis window when a build's output folder no longer exists on disk.
Fixed the Build Profiles window not updating displayed property values after an undo or redo until the mouse was moved.
Fixed the Editor crashing when pressing Cmd+Q more than once while the "Scene(s) Have Been Modified" dialog is displayed. Fixed two "Scene(s) Have Been Modified" dialogs being displayed when quitting the Editor in Play Mode with unsaved changes. Fixed the Editor crashing on quit when a script subscribed to EditorApplication.quitting modified an Editor window. Fixed the Escape key not selecting Cancel in Editor dialogs.
Fixed the Editor reporting a corrupted Library on startup after cancelling a project Editor version upgrade.
Fixed the Project Auditor Group By dropdown marking one option as the default while the view was grouped by a different one.
Fixed the Project Auditor issue type and issue searches returning no results when a filter value contains a space, such as area="Build Size".
Fixed the undo of a drag and drop operation that moved nodes and opened a prefab at the same time.
Fixed toolbar preset save prompt not trimming leading or trailing spaces
Fixes WinEditor's LaunchScreen image corruption when dragging it between displays with different DPI scales
Greyed out New Analysis button when on Project Auditor Home Page
Hide Top Ten Issues in Project Auditor tabs if there are none present
Hierarchy no longer shows as empty when returning from editing a nested prefab to it's parent, after the parent prefab was edited on disk.
Key combinations for the macOS character palette now open the character palette.
Material variants with missing parents are in an invalid state and cannot be safely accessed from jobs
Memory allocated using malloc is now properly tracked.
Mitigate FPS lag during PlayMode in WinEditor with a high-polling mouse
Multiplayer Center: editor analytics packageInstalled event
Multiplayer: An issue where installing the Dedicated Server package did not enable the feature.
Multiplayer: Play Mode Scenario validity indicators not refreshing when an Android run device was selected or cleared.
Multiplayer: The Play Mode instances status dropdown no longer opens an empty list when the active Scenario configuration is invalid, and now explains that the Scenario needs to be set up.
OnCodeLoaded Scripting API documentation updated
EditorFix
Project Auditor: always start at the Summary screen when opening the window.
Project Auditor: Direct users to the new Build Analysis window, to avoid showing stale data within Project Auditor.
Project Auditor: Direct users to the new Build Analysis window.
Project Auditor: Direct users to the new Build Analysis window.
Project Auditor: Don't report already-converted items in the URP migration wizard.
Project Auditor: Ensure ignoring issues in one page does not impact other unrelated pages.
Project Auditor: Ensure obsolete API upgrade detection works on methods.
Project Auditor: Fix CoreCLR migration sentence.
Project Auditor: fix tree view scrollbar to remain constant when selection changes.
Project Auditor: initial support for Code analysis when using MSBuild.
Project Auditor: preserve UI selections across Domain Reloads.
Project Auditor: Support RSP files when performing Code analysis.
Removed empty parentheses from SRP Batcher compatibility reason in the shader Inspector.
Skip post-build audit when Project Auditor Rules package isn't installed
The Platform Browser now requires the package licenses to be agreed to before a build profile can be created.
Updated Content Directories to take Application.backgroundLoadingPriority into account when loading
Volume Profile Editor - Reset was invalidating the UI. Recreate the UI when needed.
When graphics jobs is enabled the Editor now draw renderers whose shader variant compiled during the frame. Asset previews and one-shot renders which were previously blank due to a missing shader should now draw as expected via the SRP Batcher fallback path
[Android] Display an error informing users of the reason a device went offline during apk installation on Unity 7.0.
GLES: Fix ScreenSpaceOverlay UI too dark with forceSRGBBlit
Fixed a bug where a scene's GameObjects would disappear from the Hierarchy window after exiting Play mode when a SubScene referenced the same scene.
Fixed an entity sometimes showing the name of a previously destroyed entity that reused its index, and fixed the live baking diff reporting a name change when nothing had changed.
Fixed an InvalidOperationException when searching by component type in the Hierarchy window while a SubScene is loading.
Fixed an issue where rebuilding an unchanged project produced different content archives, causing published remote content to be downloaded again.
Fixed an issue where the authoring representation of an object would be shown instead of the runtime representation, when selecting the object through Entities Hierarchy.
Fixed GameObjects in an open SubScene disappearing from the Hierarchy window after the SubScene GameObject was disabled and enabled.
Fixed IDebugOnAdded callbacks receiving default values instead of the actual component value, and fixed ECB.Instantiate not firing OnAdded callbacks.
Fixed the entity differ missing changes in dynamic buffer elements after the first one when using referential equality.
EntitiesFix
Fixed the entity differ reporting a component as changed when only its padding bytes differed.
EntitiesFix
Fixed GC allocations in Surface Cache GI when many entities are spawned or change materials in the same frame.
Fixed static entities not updating lighting when light probes change and the entity does not.
Fixed Surface Cache GI ignoring the Global Illumination LOD of static LOD Groups in closed subscenes, which made every LOD level contribute to global illumination.
A Terrain added to a ray-tracing acceleration structure no longer leaks a Mesh and its GPU buffers.
Avoid out-of-bounds memory access in UnifiedRayTracing which caused undefined behaviour on certain platforms.
Fix a bug where APV bake fails when scene contains a VFXRenderer.
Fix a bug where editing a shader used in a scene that uses surface cache GI causes error spam in the console.
Fix speckles/white spots with APV
Fixed a bug where reflection probes sometimes would not be re-baked when baking lighting, if only URP-specific settings were modified.
Fixed a bug where Surface Cache GI did not affect Terrains using custom shader graph shaders.
Fixed a heap-buffer-overflow read when deduplicating overlapping Light Probes from multiple loaded scenes.
Fixed GC allocations every frame in Surface Cache GI, even when nothing in the scene changed.
Fixed GC allocations in Surface Cache GI when many objects are added, removed, or change materials in the same frame.
Fixed light baking failing when the only Global Illumination contributors in a scene had no materials assigned.
Fixed Surface Cache GI and the Compute ray tracing backend never hitting geometry on Adreno 650 GPUs with Vulkan.
Fixed Surface Cache Global Illumination permanently leaving some screen pixels without a patch.
Fixed the Surface Cache GI renderer feature running an incorrect defrag shader variant on devices that report a compute subgroup size of 2 or 128.
Fixed the Unity Compute Light Baker information box in Graphics settings not hiding when the Default Light Baker setting was reverted with Reset or Undo.
Make Surface Cache check for inline ray tracing support to match its use of RayQuery (instead of checking for ray tracing shader support).
Prevent MissingReferenceException in Surface Cache
Context menus closing will no longer block keyboard shortcuts in Graph Windows.
Fix Copy/Paste of values in fields inside of nodes.