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Unity Beta Program

Get early access to features in the upcoming full release now.

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What to expect from a Beta

During the Beta program, you'll get early access to new features, though Unity may be less stable than the final version. The Beta phase starts after all major features are added and a quality baseline is set. Multiple Beta versions will be released, each improving in quality.

Note: back up your project before running it in a Unity Beta.

Latest Beta Release

Unity 6000.7.0b1

Manual installs

Component installers

Release

Known Issues in 6000.7.0b1

  • 6000.3.13f1: Deadlock on exiting Play Mode when a Shader is destroyed while async shader compilation has queued variant requests for a different shader with Graphics Jobs enabled (UUM-152966)

  • 6000.6.0a2,6000.5.0b2: Resources.UnloadUnusedAssets() takes significantly longer to execute when run in a Player build (UUM-149540)

  • 6000.6.0a7: Crash on CheckDeviceStatus when scrolling through draw calls while CopyBufferRegion is inside native render pass (UUM-152897)

  • Editor: Project Auditor: preserve UI selections across Domain Reloads. (UUM-151301)
    First seen in 6000.7.0a6.
    Fixed in 6000.7.0b3.

  • Multiplayer: Multiplayer Play Mode additional Editor instance keeps running outdated script code when domain reload is disabled (UUM-151263)
    First seen in 6000.7.0a6.
    Fixed in 6000.7.0b2.

  • Player: Add guard to avoid hitting a debug assert in dev player builds (UUM-152365)
    Fixed in 6000.7.0b2.

  • Serialization: SerializeReference fields being given the wrong reference, or none at all, when a serialized array or list of a class type contained a null element. (UUM-152214)
    Fixed in 6000.7.0b2.

  • UI Toolkit: Adding a Standard Element from the GameObject menu now adds it to the UXML Template GameObject set as Default Parent instead of creating a new one. (UUM-151620)
    First seen in 6000.7.0a6.
    Fixed in 6000.7.0b2.

  • URP: Fixed the 2D Renderer creating a depth and stencil buffer in players when Disable Depth and Stencil Buffers is enabled in Player Settings. (UUM-150232)
    Fixed in 6000.7.0b2.

  • : Crash on mono_log_write_logfile when more than one copy of bee_backend is running (UUM-142773)

  • : Crash on mono_log_write_logfile when opening specific project (UUM-150566)

  • : IL2CPP player crashes at startup (UUM-148475)

  • : [WinEditor] Play Mode framerate drops significantly when moving the mouse cursor with high polling rate (UUM-142550)

New 6000.7.0b1 Entries since 6000.7.0a6

Features

  • 2D: Light 2D now exposes an optional custom Material, letting a light be drawn by an authored shader instead of URP's built-in one. Available on every light type except Global.

  • 2D: Light 2D now exposes an optional custom shadow Material, letting the shadows a light casts be drawn by an authored shadow shader instead of URP's built-in one. Requires the Enhanced 2D shadow geometry version.

  • 2D: New Light2D ShaderGraph target for authoring custom 2D light shaders, with Color, Shadow Color and Volumetric Color fragment ports. Create one from Assets > Create > Shader Graph > URP > Light 2D Shader Graph.

  • 2D: New Profiler module for Physics Core 2D.

  • 2D: New Shadow Caster 2D ShaderGraph target for authoring custom 2D shadow shaders, with Position, Shadow Displacement, Side Softness and Back Softness vertex ports and an Alpha fragment port. Create one from Assets > Create > Shader Graph > URP > Shadow2D Shader Graph.

  • Asset Import: Added an ImporterGlobalSettings singleton type that can be used to host global importer settings and is correctly synched on import workers.

  • Audio: Added Scriptable Effects to Scriptable Audio Pipeline (SAP).

  • Audio: Removed the feature flag related to the Enhanced Audio Foundation. The Audio Foundation property will now always be visible in the project's global audio settings in the Editor. We still default to Classic mode, but Enhanced mode is now an option.

  • Audio: Unity now provides a built-in Ambisonic Decoder Plugin for Quad+ setups. You use this decoder directly to decode first, second or third order Ambisonic clips into Quad, 5.0, 5.1, 7.1 or 7.1.4 output layouts. You can find more information about this in the Unity Manual.

  • Bug Reporter: Added beta sweepstakes opt in to bug reporter.

  • Bug Reporter: Added button to change bug reporter theme.

  • Editor: Added ability to edit the text of some controls such as buttons, labels directly in the viewport using the new menu action Edit or double-clicking on the element.

  • Editor: Added Current & Runtime Targets and Severity Breakdown to "Move to CoreCLR" section in Project Auditor.

  • Editor: Added Jobs Profiler that can be selected as experimental timeline view in the Profiler Window.

  • Editor: Added Migration Wizard to the Universal Render Pipeline.

  • Editor: Implement Advanced Text (ATG) in TextMeshPro as an experimental opt-in.

  • Editor: Swift Project Type is no longer experimental.

  • Editor: UI Toolkit: Added a Track Screen Space Position toggle to the Panel Renderer component. This lets you make a screen space UI element, such as a health bar, follow a target in the 3D world without scripting.

  • Editor: Unity Render Service (URS) is now available in the Build Settings window.

  • Graphics: URP Upscaler Priority List.

  • Input System: Added Mouse.isSupported, which reports whether the current platform can deliver mouse input, rather than whether a mouse is currently connected.

  • Input System: Added Pen.isSupported and Touchscreen.isPressureSupported, which report whether the current platform can deliver pen input and whether its touch input carries a real pressure value, rather than whether such a device is currently connected.

  • Netcode for Entities: Added a new Single World Host mode for client-hosted servers, instead of using binary client and server worlds.
    This the new default for netcode host world creation.
    This new mode removes the overhead of having to run two worlds in the same process by running both client and server systems in the same world. With this, no more useless serialization/deserialization, useless rollback and replay, useless worlds doing the same thing. See the documentation for pros and cons.
    For existing projects transitioning to this new mode, please see the documentation for migration advice, as this is not a seamless transition. For those not wishing to use this new mode, you can change this back in your NetcodeConfig project settings using the HostWorldModeSelection setting.

  • Networking: Added a Web Requests module to the Profiler window, which reports the UnityWebRequest activity of the application you are profiling:

    • The chart tracks the requests in flight, and the bytes sent and received in each frame.
    • The request list shows each request's status, method, target domain, request source, content type, size and duration, and filters on any of them. A summary strip totals the requests, bytes transferred and errors of the recording, and its p95 latency.
    • Selecting a request inspects it: general information, request and response headers, query string parameters, and a per-phase timing breakdown of DNS lookup, connection, TLS handshake, waiting and transfer.
  • Package: Added localization package upgrade path.

  • QNX: Added build target support for QNX 7.1 with io-sock.

  • QNX: Added --qnx-network-stack option to allow selection of new io-sock QNX7.1 variants.

  • Shaders: Introduced a new fast build mode in the Shader Build Settings, automatically converting keywords to dynamic branching and making builds much faster for iteration purposes.

  • UI Toolkit: You can now open and edit a standalone StyleSheet or Theme StyleSheet asset in the UI Builder without a UXML owner.

  • URP: Added a light falloff mode that matches the Built-in Render Pipeline.

  • URP: Added exposure support to URP's version of SRP lens flare.

  • URP: Added: URP Tonemapping now offers an AgX mode in addition to Neutral and ACES. AgX is a modern display transform that desaturates highlights as it compresses them, avoiding the hue shifts and clipping that can appear in over-exposed regions with ACES. It exposes two controls, Contrast and Mid Gray, and works in both SDR and HDR grading modes.

  • URP: Modern Screen Space Ambient Occlusion in URP is now public.
    Existing SSAO Renderer Feature settings are no longer applied. To get the same SSAO results as before, follow the help box in the SSAO Renderer Feature inspector and copy the parameters (shown as inactive) into a Screen Space Ambient Occlusion Volume Override.

Improvements

  • Android: Internal cleanup of NdkLooper (RAII pipe fds, dropped goto, NULL/0 normalized to nullptr).

  • Asset Pipeline: The NativeFormatImporter now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.

  • Asset Pipeline: The VisualEffectImporter now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.

  • Audio: Added profiler markers to Scriptable Audio Pipeline Generators created from Audio Clips, and improved heuristics of the decode-ahead system to avoid slower in-place decoding.

  • Build Pipeline: Improved Content Directory build dependencies for LOD stripping in assets and scenes to avoid re-build them when the LOD stripping level is changed without impacting them.

  • Build System: Updated the bundled 7-Zip to version 26.03.

  • Core: DataStreamReader and DataStreamWriter no longer use a scratch field, allowing fixed-bit-sized packed writes to earlier positions in the buffer (via a copy of the writer) without data corruption.

  • CoreCLR: Cherry-picked an upstream JIT fix that corrects an inverted Tier0 box-sharing guard, so Enum.HasFlag calls compiled at Tier0 get an exact-typed box and elide the allocation entirely instead of boxing both operands on every call (upstream dotnet/runtime #130590).

  • Documentation: Documented how a custom key comparer on a serialized Dictionary field is preserved, and the cases where it isn't.

  • Editor: Added higher resolution localization editor icons.

  • Editor: Added tooltip for Operation Mode, Idle Time Threshold, and Save Target fields in adaptive performance. (UUM-150015)
    First seen in 6000.7.0a5.

  • Editor: Added various general usability issues with the Build Analysis Window.

  • Editor: Improved hierarchy icons for missing prefab/script references.

  • Editor: Improved the main toolbar element selection by creating a search provider and the associated window.

  • Editor: Moved info.plist file to MainApp directory of iOS/tvOS Swift project Type.
    Moved storyboard file to MainApp directory for tvOS Swift project Type.

  • Editor: The Platform Browser now shows the licenses that apply to the packages selected for a new build profile.

  • GI: Added the "Warm-up Sample Multiplier" setting to Surface Cache, which allows users to boost sample count for the first frame of a patch's existence to reduce noise.

  • GI: Added XR support to Surface Cache GI.

  • Graph Toolkit: State transitions can now be started by holding Shift and clicking anywhere on a state, and the area around a state's edge where a transition can be started remains usable when zoomed out.

  • GraphView: Search filters have fallback behavior when indexing isn't complete or available. (UUM-142087)

  • IMGUI: Debug.ClearDeveloperConsole now also clears errors that have not been displayed yet, so the developer console no longer reopens later showing already cleared errors.

  • Input System: Removed InputSystem gizmo / icons from scene view window.

  • Physics 2D: Improved Physics Core 2D contact solver performance.

  • Physics 2D: Updated PhysicsCoreSettings2D asset icon.

  • Physics 2D: PhysicsFixedJoint now uses a separate solving path when both the linear and angular frequencies are set to zero indicating full stiffness. This has always been a special set of values but now is much stiffer removing visible "ringing" artifacts when the bodies are relatively far apart and changing in both position and rotation.

  • Scripting: Surface assembly references from the MSBuild compilation pipeline.

  • UI Toolkit: Improved main scene editing Overrides menu.

  • URP: Added contact hardening (distant-dependent reflections) to Screen Space Reflections for URP. This is controlled by 2 new settings: Contact Hardening Scale and Contact Distance Bias.

  • XR: Improved GPU performance when QuadViews are enabled in Deferred rendering (when not using SpaceWarp) via reducing the amount of redundant geometry rendering in the focus-inner region during the low-resolution periphery pass.

API Changes

  • Adaptive Performance: Added: Added EnergyUsage API to enable power monitor (CPU, GPU, TPU, display, memory) energy consumption reading.

  • Build Pipeline: Added: Added a new AssetPostprocessor.OnProcessScene callback used when loading scenes in playmode or during a build as a deterministic replacement to IProcessSceneWithReport.OnProcessScene.

  • Core: Added: GameObjectUtility.AllStaticEditorFlagsSet returns true only if all of the requested StaticEditorFlags are set.

  • Core: Added: GameObjectUtility.AnyStaticEditorFlagsSet returns true if any of the requested StaticEditorFlags are set.

  • Core: Deprecated: GameObjectUtility.AreStaticEditorFlagsSet use AnyStaticEditorFlagsSet for the previous behavior, or AllStaticEditorFlagsSet to require all flags. Existing code is automatically upgraded to AnyStaticEditorFlagsSet by the API Updater (no behavior change).

  • Editor: Added: Added a new public API to ease discoverability of available Main Toolbar elements.

  • Editor: Added: Added a new RequiresInsights attribute. Packages and user code can use it to declare a dependency on the Insights module, which ensures the module is included in the build.

  • Editor: Added: Added public text API to generate text using ATG.

  • Editor: Added: Added CompassSensor, exposing magnetic heading, true heading, raw geomagnetic vector, and heading accuracy as the parity equivalent of UnityEngine.Input.compass.

  • Editor: Added: GTK : New API added to have icons for Conditions, logic groups, transition rules and transitions, shown on their row in the transition inspector.

  • Editor: Added: Introduced support for Unity Registry packages adding references to on-disk assets to a build profile.

  • Editor: Added: Introduced support for Unity Registry packages adding references to on-disk assets to a build profile.

  • Editor: Added: Project Auditor: exposed ShadersModule.OnAnalysisStarted.

  • EmbeddedLinux: Added: Implemented visibility, focus and resizability APIs for Windowing.

  • EmbeddedLinux: Added: Implemented window focus, visibility, and destruction event system APIs in Windowing.

  • Entities: Removed: The managed-component APIs deprecated in 6.6 are now compile errors.

  • GI: Added: Added LODGroup.globalIlluminationLOD, Renderer.lodGroupMask and the Unity.Rendering.GlobalIlluminationLOD component.

  • Graph Toolkit: Added: Added public API for customizing state accent visuals in editor and runtime.

  • Graph Toolkit: Added: Added public API for customizing state transition visuals in editor and runtime.

  • Graph Toolkit: Added: Added state options. Implemented by overriding State.OnDefineOptions on a State, and accessed through IStateOption. State options appear in the Inspector when the state is selected.

  • Graph Toolkit: Added: Added the DataTypeStyleMapper.Register(System.Type dataType, UnityEngine.Color color) overload to allow changing the color of a data type while showing a default icon.

  • Graph Toolkit: Added: Added IInputPortBuilder.WithDataTypes and IOutputPortBuilder.WithDataTypes APIs to define a port as Polymorphic (a port that accepts multiple data types).

  • Graph Toolkit: Added: Added IPort.TrySetDataType API to programmatically change the data type of a polymorphic port.

  • Graph Toolkit: Added: Added Node.OnPortDataTypeChanged callback that is triggered when a user changes the data type of a polymorphic port.

  • Graphics: Changed: Deprecated RayTracingAABBsInstanceConfig.dynamicGeometry and replaced with RayTracingAABBsInstanceConfig.rayTracingMode. AABB ray tracing instances are now compatible with RayTracingAccelerationStructure.UpdateInstanceGeometry method.

  • Input: Deprecated: Input.backButtonLeavesApp is deprecated and will be removed in a future release. Use
    Application.backButtonLeavesApp instead.

  • iOS: Removed: The deprecated iPhoneInput class has been removed. Use Input instead.

  • Kernel: Added: The former com.unity.collections has been moved into an engine module, namely ManagedKernelModule. It is now available irrespective of whether the package is used, and the package is reduced to a set of typeforwarders. As part of this move, the scripting define UNITY_DOTS_DEBUG no longer controls extra checks in players in Native* and Unsafe* collections (although it still does control many extra checks in Entities); now you need to use the Checked (or Debug) managed code variant to include those checks in player builds.

  • Netcode for Entities: Added: Added support for replicating non-uniform (3D) scale via the Unity.Transforms.PostTransformMatrix component, using the new built-in PostTransformMatrix3DScaleVariant. Rather than sending the full float4x4 matrix, only the per-axis scale is extracted and replicated (as three quantized floats by default). Existing ghost prefabs will have the DontSerializeVariant set by default for PostTransformMatrix to not break existing behavior. Use the new SubType = GhostFieldSubType.PostTransformMatrixScale to create your own Variants.

  • Physics: Added: Added PhysicsSceneLoadScope which can be used to control which physics scene is used when loading a unity scene asset. This effectively allows grouping multiple unity scenes under a specific physics scene.

  • Physics 2D: Added: Added the PhysicsCallbacks.IPreContactCallback and PhysicsCallbacks.IPreContinuousCallback interfaces for physics shapes, replacing PhysicsCallbacks.IPreSolveCallback which is now deprecated. IPreContactCallback reports a contact before it is solved and gives you the full contact manifold to modify or cancel. IPreContinuousCallback reports a fast moving shape that is about to be stopped short of another shape, and lets you decide whether to stop it. IPreSolveCallback previously reported both of these situations through a single callback. The per shape option that enables them is now called Pre Contact Callbacks.

  • Physics 2D: Added: Added PhysicsWorld.drawAtTransform and PhysicsWorldDefinition.drawAtTransform to draw bodies, shapes, and joints at their assigned Transform's pose instead of their simulated physics pose.

  • Physics 2D: Added: Added PhysicsWorld.ExplosionDefinition.useTriggers to control whether an explosion applies an impulse to trigger shapes.

  • Physics 2D: Added: Added PhysicsWorld.stateHash, which returns a hash of the current state of the world. Use it to compare the state of two worlds, for example when checking that a simulation is deterministic. The value is recalculated over the whole world each time you read it, so avoid reading it every frame.

  • Physics 2D: Added: Added PhysicsWorld SetName() and GetName() methods to allow assigning of a 64 character name to help with world identity during debugging.

  • Physics 2D: Added: Added pointA and pointB to the physics contact manifold point, which give the contact point on each shape in world space. The existing point property is now deprecated because the two new properties replace it.

  • Physics 2D: Deprecated: Deprecated the PhysicsCallbacks.IPreSolveCallback interface. It reported both an existing contact and a predicted stop for a fast moving shape through a single callback, so it is replaced by PhysicsCallbacks.IPreContactCallback and PhysicsCallbacks.IPreContinuousCallback, one for each situation. The deprecated interface keeps working and still reports both, and a shape only uses it where the matching new interface is not implemented, so you can move over one at a time.

  • Physics 2D: Deprecated: Deprecated PhysicsWorld.WorldProfile.applyBounciness; bounciness is no longer a separate solver stage so it always reads as zero.

  • QNX: Added: Implemented visibility, focus and resizability APIs for Windowing.

  • QNX: Added: Implemented window focus, visibility, and destruction event system APIs in Windowing.

  • Scripting: Added: Added the IVariantSelector interface, which you can implement to define custom variants for the localization system.

  • Scripting: Added: New public API, Detach(node) and DetachChildren(node) on Hierarchy and HierarchyCommandList. A detached node keeps its data map entry but is unreachable from Root.

  • Scripting: Added: New public API, IHierarchyNodeTypeHandlerViewModelState, and GetOrCreateHandlerState<T>, TryGetHandlerState<T> and DestroyHandlerState on HierarchyViewModel, for node type handler state that belongs to a single view model. HierarchyNodeTypeHandlerBase.SearchBegin, SearchMatch and SearchEnd gained overloads taking the HierarchyViewModel running the search.

  • Scripting: Deprecated: HierarchyNodeTypeHandlerBase.SearchBegin(HierarchySearchQueryDescriptor), SearchMatch(in HierarchyNode) and SearchEnd() are obsolete. Use the overloads that take a HierarchyViewModel, since handlers are shared by every view model on a hierarchy.

  • Text: Added: Added read-only glyph metrics API to FontAsset. (UUM-150976)

  • uGUI: Added: Added LayoutRebuilder.IsLayoutRebuildPending and LayoutGroup.IsLayoutPending() to check whether a UI element still has a pending layout rebuild.

  • uGUI: Deprecated: Marked the PositionAsUV1, TMP_TextElement_Legacy, FaceInfo_Legacy, TMP_Glyph, TMP_Sprite, KerningPair and KerningTable classes as deprecated (with a warning).
    Marked the GlyphValueRecord_Legacy struct as deprecated (with a warning).
    Marked the EventHandle enum as deprecated (with a warning).
    Marked TMP_SpriteAsset.spriteInfoList as deprecated (with a warning).
    Marked Scrollbar.ClickRepeat(PointerEventData eventData) deprecated (with a warning).

  • uGUI: Obsoleted: Marked the TMP_FontUtilities class as obsolete (with an error).
    Marked the KerningPairKey struct as obsolete (with an error).
    Marked the EventSystem.SetUITookitEventSystemOverride method as obsolete (with an error).
    Marked the Graphic.m_CachedMesh, Graphic.m_CachedUvs and Graphic.useLegacyMeshGeneration members as obsolete (with an error).

  • uGUI: Removed: Removed BaseMeshEffect.ModifyMesh(Mesh mesh).
    Removed BaseRaycaster.priority property.
    Removed EventSystem.lastSelectedGameObject property.
    Removed Graphic.OnPopulateMesh(Mesh m).
    Removed Image.eventAlphaThreshold property.
    Removed InputField.onValueChange property.
    Removed InputField.ScreenToLocal(Vector2 screen).
    Removed IGraphicEnabledDisabled interface.
    Removed IMeshModifier.ModifyMesh(Mesh mesh).
    Removed Mask.OnSiblingGraphicEnabledDisabled().
    Removed PointerEventData.worldPosition and PointerEventData.worldNormal properties.
    Removed RaycastResult.document property.
    Removed Selectable.allSelectables property.
    Removed ShaderUtilities.isInitialized and ShaderUtilities.GetShaderPropertyIDs().
    Removed StandaloneInputModule.InputMode enum.
    Removed StandaloneInputModule.inputMode, StandaloneInputModule.allowActivationOnMobileDevice and StandaloneInputModule.forceModuleActive properties.
    Removed StandaloneInputModule.ForceAutoSelect().
    Removed TextMeshPro.textContainer property.
    Removed TMP_FontAsset.fontInfo property.
    Removed TMP_Text.enableWordWrapping and TMP_Text.enableKerning properties.
    Removed TMP_Text.SetText(string sourceText, bool syncTextInputBox = true).
    Removed TouchInputModule class.

  • UI Toolkit: Added: Added the public UnityEngine.EventCommandNames class, which provides the command name constants that the Editor sends with its command events, such as Copy, Paste, and FrameSelected.

  • URP: Added: Added 4 overloads for DrawProceduralIndirect that add a count parameter and an optional indirect count buffer for Multi Draw Indirect.

  • Web: Added: Added performance.measureUserAgentSpecificMemory to web diagnostics overlay to calculate used JS memory.

Changes

  • Android: Updated the Gradle version shipped with the Editor from 9.1.0 to 9.3.1.

  • Editor: Disabled static batching by default for new projects.

  • Editor: Project Auditor: bumped Rules package minimum version to 2.0.0.

  • Editor: Project Auditor: moved Domain Reload issues to Code pages.

  • GI: Migrate Surface Cache GI to use Ray Query instead of Ray Tracing Shaders.

  • GI: Require "Raw" target for mesh vertex and index buffers. To achieve this, the "Default Mesh Buffer Target" setting should be set to "Raw" in Project Settings > Graphics.

  • GI: Surface Cache global illumination now uses only the LOD level selected by the LOD Group's Global Illumination LOD, instead of every level.

  • Graph Toolkit: Passing null to the dataType parameter in the method DataTypeStyleMapper.Register now means to not show an icon at all for a type instead of showing a default icon.

  • Netcode for Entities: N4E is now a regular editor-independent package, where previously it was built-in.

  • Package Manager: Changed the signature window to be more consistent and display more information about the installed package.

  • Physics 2D: Changed PhysicsWorld.Explode so that it no longer applies an impulse to trigger shapes by default.

  • Serialization: Changed the Dictionary Inspector warning about ignored entries to offer both Select First and Select All buttons when more than one entry is ignored. (UUM-151199)

  • Serialization: Dictionary fields can now use a class or struct key, or a struct value, that contains a SerializeReference field.

  • Serialization: Renamed the Reset to Defaults item in the Dictionary Inspector header context menu to Reset Layout, to make it clear that it restores only the drawer layout and not the dictionary contents. (UUM-151199)

  • URP: Allow skipping of shadow, prepass, opaque, and transparent passes when the culling/layer masks would mean nothing would be drawn.

  • URP: Reordered the Screen Space Ambient Occlusion pass when After Opaque is enabled. In previous versions, it used to run in the BeforeRenderingTransparents point in the frame. Now it runs in the AfterRenderingOpaques point in the frame.

  • VFX Graph: Moved the "Restart VFX" shortcut from Shift+Space to Slash. (UUM-150458)

  • Web: Updated deprecation message for WebAssembly 2023.

  • Windows: DirectStorage is now enabled by default in new projects for the Windows Standalone player.

Fixes

  • 2D: Fixed a crash when setting a tile on a Tilemap after a Tile asset it referenced had been deleted. (UUM-151412)
    First seen in 6000.7.0a6.

  • 2D: Fixed case of a NullReferenceException being thrown when refreshing a Tilemap that still referenced a Tile which could no longer be resolved. (UUM-151422)
    First seen in 6000.7.0a6.

  • 2D: Fixed case of Tile Palette Brush Picks overlay turning itself off in the Scene View when the user clears the search field in the overlay (for example by pressing Backspace). (UUM-147704)

  • 2D: Fixed case where Sprite is not rendered in a SRP Batcher when Sprite Mask is removed after it was previously set. (UUM-139963)

  • 2D: Fixed issue where Texture is not updated in TilemapRenderer when edits are made in the SpriteEditor. (UUM-148868)

  • 2D: Fixed Light2D memory leak when unloading scenes - the runtime-created light mesh is now properly destroyed when the component is destroyed. (UUM-143650)

  • 2D: Sprite Frame edit capability is now saved and will only be loaded for importers that has the capability. (UUM-146463)

  • Android: Fixed a crash when calling AnimatorController.CreateNewStateMachineBehaviour with a null MonoScript. It now throws an ArgumentNullException instead. (UUM-150813)

  • Android: Fixed case of system bars appearance resetting to Light automatically on Android 11 when System Bars Behavior is set to Dark.

  • Android: Fixed case of system bars not hiding automatically on Android 11 when System Bars Behavior is set to "Show Transient Bars By Swipe". (UUM-149900)

  • Android: Fixed problem with WebCamTexture not restoring on Android when "Run Without Focus" is set. (UUM-149681)

  • Android: SystemInfo.processorModel and SystemInfo.processorManufacturer now return unknown on Android API levels below 32 instead of a warning string, matching the behaviour on other platforms. (UUM-150389)

  • Animation: Fixed a crash in HumanTrait.GetParentBone and HumanTrait.RequiredBone when passing an out-of-range bone index. These methods now throw ArgumentOutOfRangeException instead. (UUM-150938)

  • Animation: Fixed a crash when calling AnimationPlayableOutput.SetSortingOrder on an invalid/default AnimationPlayableOutput. It now throws a NullReferenceException instead. (UUM-150941)

  • Animation: Fixed a crash where providing a default/invalid AnimationPlayableOutput to AnimationPlayableOutputExtensions.SetAnimationStreamSource, would cause a crash. (UUM-150939)

  • Asset Pipeline: Fix to set StandbyImportWorkerCount and DesiredImportWorkerCount to minimum 1. Affects command line argument, setting via script, setting via ProjectSettings. (UUM-150028)

  • Asset Pipeline: Fix to skip MaterialValidation test with oop importing, as the Material isn't unloaded in the main process in that case.

  • Asset Pipeline: Fixed an issue where downloading from Accelerator could fail to close open file handles when finished. (UUM-151405)

  • Asset Pipeline: Fixed an issue where macOS editors could hang when the Asset Database rescanned an absolute path. (UUM-147982)

  • Asset Pipeline: Fixed hang at startup when directory monitoring doesn't receive expected notification about changed file(s). (UUM-149019)

  • Audio: Fixed an assertion (m_ModifiedClips.empty()) that was logged on exiting Play Mode after playing an AudioSource whose clip had loaded while Unity Audio was toggled off and back on during Play Mode. (UUM-148749)

  • Audio: Fixed case of audiomixer fader clicking in playmode. (UUM-150250)

  • Audio: Fixed FMOD error message about nan/inf/denormals on some platforms. (UUM-150732)
    First seen in 6000.7.0a6.

  • Audio: Fixed VideoClip inspector preview that sometimes doesn't play audio. (UUM-150878)
    First seen in 6000.7.0b1.

  • Audio: Unexpected 'Audio: The Editor no longer logs an error when the audio output device fails to re-initialize while resuming after a period of silence. The output now stays suspended, a warning is logged, and the resume is retried the next time audio is used. Also fixed a potential crash on Editor shutdown when the output device could not be resumed. (UUM-115959)

  • Bug Reporter: Fixed crash when pack location is read-only.

  • Build System: Fixed case of the IL2CPP Analytics tool exiting with a JsonException after a successful build when the system clock moved backwards during the build. (UUM-150019)

  • Core: Fixed crash when calling GameObjectUtility.GetStaticEditorFlags, SetStaticEditorFlags, AreStaticEditorFlagsSet, GetNavMeshArea, SetNavMeshArea, GetNavMeshLayer, or SetNavMeshLayer with a null GameObject argument. These now throw ArgumentNullException instead. (UUM-151059)

  • Editor: Added missing contextual menu for VisualElement in the SceneView. (UUM-151249)
    First seen in 6000.7.0b1.

  • Editor: Don't optimize the projection matrix when Vulkan pre-transform may rotate it. (UUM-150650)

  • Editor: Fix to sort TreeView on query completion. (UUM-146365)

  • Editor: Fixed a bug where the Linux Editor wasn't anchoring the Help and Window menus to the end of the main menu bar. (UUM-113169)

  • Editor: Fixed a NullReferenceException in SamplePostprocessor.OnPostprocessAllAssets that could sometimes occur when creating a Timeline asset. (UUM-149739)

  • Editor: Fixed a tooltip in the Render Pipeline Converter that showed the word "package" twice for the disabled Post-Processing Stack v2 converter item when the Post Processing package is not installed. (UUM-151386)

  • Editor: Fixed Add Locales name labels so they are ellipsed. (UUM-150955)
    First seen in 6000.7.0b1.

  • Editor: Fixed Add locales popup to expand when label is clicked. (UUM-150942)
    First seen in 6000.7.0b1.

  • Editor: Fixed an intermittent issue with console window appearing unexpectedly during WinEditor launch. (UUM-150370)

  • Editor: Fixed an issue where Cut followed by Paste allowed the element to be pasted again via the system clipboard. (UUM-151305)
    First seen in 6000.7.0a6.

  • Editor: Fixed built-in Lighting Search query names to be title-cased, so authored names like "1. < 10 lumen (Low)" now display as written. (GFXLIGHT-2389)

  • Editor: Fixed case of Build Analysis tabs staying empty after clearing search. (UUM-144458)

  • Editor: Fixed case of emissive Materials sometimes not showing up in LightingSearch. (UUM-150708)
    First seen in 6000.7.0a1.

  • Editor: Fixed case of inspector not updating when navigating the Hierarchy V2 with Left Arrow key. (UUM-146977)

  • Editor: Fixed case of mesh particles rendering with incorrect UVs (and other vertex channels) when the source mesh used a non-float vertex format such as 8-bit UNorm. (UUM-141864)

  • Editor: Fixed case of PolySpatial network connections failing to shut down cleanly, which could spin a reader thread at 100% CPU until teardown.

  • Editor: Fixed case of Prefab Variant titles being cut off instead of truncated with an ellipsis and the asset icon disappearing, in the Variant Family window when the Prefab Variant name is long. (UUM-134747)

  • Editor: Fixed case of Project Auditor URP rules (URP0002, URP0003, URP0101, URP0102, URP0103, URP0201, URP0401) incorrectly reporting Error severity for non-compile-error issues; they now report Major severity. (UUM-149397)

  • Editor: Fixed case of Project Auditor's Audit() API returning a successful, empty report instead of throwing an error when the Project Auditor Rules package is not installed. (UUM-151218)

  • Editor: Fixed case of SelectAll/DeselectAll button in platform discovery window not working when package count exceeds scroll view.

  • Editor: Fixed case of the Hierarchy window Tag column not updating when a newly created Tag is assigned to multiple selected GameObjects from the Inspector. (UUM-134208)

  • Editor: Fixed case of the localization editor UI using sentence case for window titles, buttons and menu items instead of Title Case. (UUM-150916)
    First seen in 6000.7.0b1.

  • Editor: Fixed case of the text cursor being displayed at the beginning of the text when typing with an IME in text fields using the Advanced Text Generator. (UUM-149800)

  • Editor: Fixed case of XR settings for a build target not being created when a provider package requests a loader. (UUM-149245)
    First seen in 6000.7.0a4.

  • Editor: Fixed case of EditorSettings.asset showing an outdated gear icon in the Project Settings window and Import Package dialog.

  • Editor: Fixed console assertion errors when the Animation window records while a USS rule is selected in the Inspector. (UUM-146258)

  • Editor: Fixed crash in Material Upgrader by saving assets and freeing memory when reaching 2GB of loaded textures from Materials. (UUM-146064)

  • Editor: Fixed issue where the hierarchy's search status UI would not update correctly after clearing the filter. (UUM-148396)
    First seen in 6000.7.0a4.

  • Editor: Fixed issue where InSceneAssetUtility.CreateAssetFromInSceneAsset would crash the Editor if the referencing asset path was null. (UUM-151176)

  • Editor: Fixed multiple issues in the experimental msbuild based compilation pipeline, that were blocking Burst and some other packages from compiling.

  • Editor: Fixed Surface Cache GI output in Gamma Color space, and increasing resolution used for environment contribution.

  • Editor: Fixed Tags and Sorting Layers lists (and their add/remove buttons) in Project Settings > Tags and Layers right margin. (UUM-150777). (UUM-150777)

  • Editor: Fixed Timeline so it uses explicit group names in localization calls.

  • Editor: Fixed getUnityVersion behaviour when called from an external thread. (UUM-148042)
    First seen in 6000.7.0a4.

  • Editor: Hierarchy window no longer stays in rename mode after a keyboard shortcut (e.g. Duplicate) is used while renaming a GameObject. (UUM-150371)

  • Editor: Hierarchy: Fixed issue where the search filter was silently cleared (while the query block UI remained visible) after exiting Prefab Mode in Context. (UUM-142149)

  • Editor: Menu item names now display '&'s as expected.

  • Editor: Multiplayer: Removed redundant Button from Play Mode Scenario Validation Dialog. (UUM-150409)

  • Editor: Project Auditor: added severity breakdown section to Upgrade UI.

  • Editor: Project Auditor: Fix to restrict issues to correct UI pages. (UUM-150373)
    First seen in 6000.7.0a6.

  • Editor: Project Auditor: Fixed issue resulting in an error that when scanning for URP migration issues without having the post processing package installed. (UUM-150654)
    First seen in 6000.7.0a6.

  • Editor: Project Auditor: improved UI display of Roslyn issues.

  • Editor: Renamed "SymbolTable" to "Symbol Table" in Build Profiles window. (UUM-150724)

  • Editor: Runtime Rendering Debugger - Do not store the useDiagnostics in the CoreBuild data to strip the resources. (UUM-151146)

  • Editor: SpriteMask not rendering on Android, iOS, and Web when "Strip Engine Code" is enabled and the Tilemap package is disabled in Package Manager'. (UUM-138419)

  • Entities: Fixed case of project build failing with "IL2CPP error C2039: __entity is not a member of BlobBuilder" error. (UUM-86534)

  • Entities: Fixed memory leaks in NativeListTests.NativeList_AddRange. (UUM-150745)
    First seen in 6000.7.0a6.

  • Entities: Removed per frame GC Allocations in ComponentSystemGroup. (UUM-151683)

  • Entities Graphics: Fixed lightmap shadowcaster culling in entities graphics. (UUM-150396)
    First seen in 6000.7.0a6.

  • Entities Graphics: Fixed out of bounds access in mesh and material indices due to stale RenderMeshArray values. (UUM-151113)
    First seen in 6000.7.0b1.

  • GI: Added Enlighten realtime GI deprecation warning to lighting window and lighting settings inspector.

  • GI: Fix to respect double sided gi / render face flags in surface cache GI.

  • GI: Fixed "Kernel 'histogram' not found" errors and the lightmap scheduling fallback warning that occurred when viewing lightmaps in preview mode with the Editor running on a graphics API without the histogram compute shader variant, such as Vulkan. (UUM-151644)

  • GI: Fixed case of Surface Cache Global Illumination falling back to baked lighting when disabled through its Volume Override. (UUM-150438)
    First seen in 6000.7.0a6.

  • GI: Fixed case of the Static Batching message box in the Surface Cache Global Illumination Renderer Feature inspector not matching the icon size and text alignment of the other message boxes.

  • GI: Move SurfaceCache debug settings to the Rendering Debugger.

  • Graph Toolkit: Expose Frame selection and Disconnect All Transitions shortcuts in the state's contextual menu.

  • Graph Toolkit: Fixed case of an error erroneously appearing on ports when Graph.IsConnectionAllowed was overridden to permit connections between incompatible types. CheckNodeErrors now delegates type validation to CanAssignTo, consistent with how connection creation already behaves. (UUM-150703)

  • Graph Toolkit: Fixed placemat creation from a selection so it now accounts for self-transitions on the selected states. (UUM-151213)
    First seen in 6000.7.0a5.

  • Graph Toolkit: The collapse button of a node with options is now enabled even when all the ports are connected. This allows pressing the collapse button to collapse the node just like it was possible by choosing Toggle Collapse or using Shift+Ctrl+O. (UUM-150163)

  • Graphics: Disabling a reflection probe no longer causes a crash. (UUM-151413)
    First seen in 6000.7.0b1.

  • Graphics: Fixed a crash with occlusion culling in scenes with a very large number of occludees. (UUM-135920)

  • Graphics: Fixed a URP performance regression on OpenGL ES devices where the maximum number of additional lights was forced from 16 to 32. (UUM-148728)

  • Graphics: Fixed an issue that could cause memory leak warnings, primarily on macOS, while Unity processed shader jobs with GPU Resident Drawer enabled. (UUM-140185)

  • Graphics: Fixed an issue where GPU index buffer alignment could cause Unity to read past the end of mesh index data. (UUM-149882)
    First seen in 6000.7.0a6.

  • GraphView: Improved responsiveness of search index status banner. (UUM-150720)

  • GraphView: Tab navigation now fully ignores the list view. (UUM-150861)

  • HDRP: Fixed incorrect shader stripping when "Lightmap Bicubic Sampling" was enabled. (UUM-134794)

  • IL2CPP: Fix to attempt to skip intrinsifying intrinsic methods that are in the wrong assemblies, that can otherwise result in build errors. (UUM-149211)

  • IL2CPP: Fixed case of FMA not being reported as available and case of AVX2 flag not being set in some cases.

  • IL2CPP: Fixed segmentation fault on OSX and Linux while running IL2CPP. (UUM-149985)

  • IL2CPP: Restored IL2CPP's code generation for ldind/stind opcodes to use normal pointer casts instead of memcpy calls. (UUM-129900)

  • IMGUI: Fixed case of Advanced Dropdown menus, such as the Build Profiles "Add Settings" dropdown, showing unstyled red items when opened during Play Mode. (UUM-135953)

  • IMGUI: Fixed case of content in ImguiContainers not reacting to click when partially clipped. (UUM-148486)

  • IMGUI: Reduced GC allocations when a GUISkin style is assigned during OnGUI. (UUM-134155)

  • Input System: Added BiasCorrectedGyroscope, reporting angular velocity in radians per second with the sensor bias removed, as the parity equivalent of UnityEngine.Input.gyro.rotationRateUnbiased. The device is present only on platforms that can supply a bias-corrected value, so check BiasCorrectedGyroscope.current for null before using it.

  • Input System: Fixed a potential crash when an iOS application shut down with a motion sensor enabled. Pending sensor callbacks could run after the objects they wrote into had been destroyed.

  • Input System: Fixed an issue where non-shippable files (.npmignore, .gitignore, .migrationtracker) were included in the installed Input System package. (UUM-151558)
    First seen in 6000.7.0a6.

  • Input System: Fixed case of Android sensor devices going permanently silent after a device reset. Resetting a sensor released the underlying OS sensor while the device still reported itself as enabled, so no further values arrived and re-enabling it had no effect.

  • Input System: Fixed case of the "Enable & Restart" button in the "Input System native platform backend not enabled" dialog displaying as "Enable Restart" on Windows. (UUM-151175)
    First seen in 6000.7.0a6.

  • Input System: Fixed case of the Input Actions editor in Project Settings losing the selected action or binding when opening the control picker from the Path field. (UUM-150809)
    First seen in 6000.7.0b1.

  • Input System: Fixed case of the search field in the "Add supported device" popup (Input System Package Settings > Supported Devices > "+") drawing flush against the popup's left edge with no left margin, unlike its right-side spacing; it is now inset to match. (UUM-150217)
    First seen in 6000.7.0a6.

  • Input System: Fixed the iOS sensors backed by device motion so that GravitySensor, AttitudeSensor and LinearAccelerationSensor are each enabled and disabled independently. Enabling one of them previously started all of them, so code that enabled one device and read another now reads default values until it enables that device too.

  • iOS: Bumped iOS/tvOS minspec from 15.0 to 16.0.

  • Multiplayer: Fixed missing sample IDs for the Competitive and Turn-Based Multiplayer Center QuickStart genres, and made the sample README reliably selected and pinged after import.

  • Netcode for Entities: Fixed issue with a ghost prefab having multiple ghost prefab entity instances, like when it's baked into multiple loaded subscenes. When loading, unloading and reloading the subscenes the ghost collection prefab would point to a previously unloaded/deleted entity prefab. This now properly gets updated to an instance created from the reloaded subscenes. (UUM-146631)

  • Networking: Fixed issue where UnityHttpMessageHandler requests would never complete (and could not be cancelled) when the HTTP response had an empty body. (UUM-150583). (UUM-150583)

  • Package: Localization: "Add Custom Locale" duplicate Locale Identifier warning now uses the standard HelpBox so its text matches the Editor default size and is no longer clipped. (UUM-151219)
    First seen in 6000.7.0b1.

  • Package Manager: Fixed an issue where a newly created package was not using the organization the project belongs to in the technical name. (UUM-148110)

  • Physics 2D: Fixed a bug where a dynamic body with a rotation constraint would bounce off surfaces despite zero bounciness. (UUM-150990)

  • Physics 2D: Fixed a potential memory corruption in PolygonCollider2D when removing collinear vertices. (UUM-151626)
    First seen in 6000.7.0b1.

  • Physics 2D: Fixed case of the time of impact query returning incorrect values for its "point", "normal" and "impactState". Also fixed the segment distance query, whose "distance" property was returning the squared distance. That property now returns the true distance, and a new "sqrDistance" property returns the squared distance for when you want to avoid the cost of a square root.

  • Physics 2D: Fixed case of PhysicsMath.GetRelativeMatrix2D and PhysicsMath.GetRelativePose2D returning a non-finite rotation for a transform with a negative scale on one axis, and PhysicsMath.GetRelativeMatrix2D applying the scale of the axis that its transform plane ignores.

  • Physics 2D: Fixed errors reported when a Transform registered with "PhysicsWorld.RegisterTransformChange" was destroyed after a Play Mode transition. Calling "PhysicsWorld.UnregisterTransformChange" after such a transition did not fully unregister the Transform, so an error was reported when it was later destroyed. This happened with any Transform that outlives a Play Mode transition, such as one in a Prefab Mode preview scene.

  • Player: Fixed an issue with accidental shell invocations with Bee and rc.exe. (UUM-108834)

  • Prefabs: Fixed case of Prefab property overrides recorded under a field's former serialized name (via FormerlySerializedAs) not being recognized or revertible on the renamed property. (UUM-151415)

  • Prefabs: Prefab Overrides comparison popup's Apply button no longer overlaps the popup's outline. (UUM-132319)

  • Profiler: Fix to hide the "Screenshot details are paused while the Profiler is recording" note as soon as profiling ends. (UUM-148847)

  • Profiler: Fixed case of a NullReferenceException being thrown when saving an empty Standalone Profiler recording. (UUM-150588)

  • Profiler: Fixed case of a NullReferenceException being thrown when saving Profiler data from the top menu of the Standalone Profiler window after toggling the UI Toolkit Live Reload option. (UUM-150706)

  • Profiler: Fixed case of screenshot info text remaining after profiling data was cleared. (UUM-149205)

  • Profiler: Fixed inability to create a details view for CPU Usage module following deletion of a custom module. (UUM-149160)

  • Profiler: Fixed issue where Profiler Highlights module details panel incorrectly showed "No CPU or GPU timing data available for this frame range" for the default frame when loading a capture (UUM-148467). (UUM-148467)
    First seen in 6000.7.0a5.

  • Profiler: Fixed labelling of Unrooted Allocations associated with GraphicsStateCollection Allocations. (UUM-139555)

  • Profiler: Fixed spacing issue in Profiler Modules menu. (UUM-150966)
    First seen in 6000.7.0a6.

  • QNX: Fixed case of Burst AOT compilation failing to link the generated library. (UUM-151399)

  • Scene Manager: SceneManager.GetSceneByLoadableSceneId no longer returns a valid Scene for a default/invalid LoadableSceneId (UUM-150020). (UUM-150020)

  • Scene/Game View: Fixed case of the Orientation Gizmo's negative axis arrows, direction labels, and rotation-lock icon changing color when the Center Axis color preference was changed. (UUM-150607)

  • Scene/Game View: Fixed issue where the Rect Tool would not be moveable if the caps lock modifier was on. (UUM-150693)

  • Shadergraph: Removed the 'Clip' option, which was erroneously introduced, from the Screen Position node's dropdown. (UUM-151248)

  • Shaders: Fixed a random crash that could occur during shader variant uploads in Player builds. (UUM-150584)
    First seen in 6000.7.0a6.

  • Shaders: Fixed an issue where keywords on Materials and their variants were not updated until rendered in Scene view, Game view, or Inspector after a shader reimport. (UUM-102156)

  • Shaders: Fixed case of compute shader compilation ignoring a requested cancellation. (UUM-146624)
    First seen in 6000.7.0a3.

  • SRP Core: Changed how support is checked for RT features in UnifiedRayTracing. The checks are now done using feature flags. (UUM-149856)

  • SRP Core: Fixed low-contrast "ALL"/"NONE" override toggle text in the Volume component Inspector (for example on Tonemapping, Bloom, or Motion Blur overrides) that was nearly unreadable in the Light editor theme. (UUM-149966)

  • Terrain: Fixed a crash when loading a Terrain whose heightmap resolution exceeds the maximum render texture size of the device, for example a 4097 heightmap on a device limited to 4096. (UUM-150551)

  • Terrain: Fixed case of Terrain Layer property changes not being added to the Undo history when using the Universal Render Pipeline or the High Definition Render Pipeline. (UUM-134483)

  • Terrain: Fixed shader compilation errors that were thrown when a TerrainLit Shader Graph had no Block nodes in its Vertex Context. (UUM-143598)

  • Test Framework: Fixed an issue where assembly-level ITestAction attributes with ActionTargets.Test were not invoked for individual test methods, and ITest.Fixture was null when accessed from ITestAction callbacks. (UUM-137121)

  • Text: Added support for the <rotate> rich text tag in the Advanced Text Generator. (UUM-151216)

  • Text: Added TMP support to the Font Asset Migration window. (UUM-151342)
    First seen in 6000.7.0b1.

  • Text: Fixed infinite loop in text measure with hyphen preceded by whitespace. (UUM-144559)

  • Text: Fixed multi-paragraph auto-sized text collapses to an elided first line instead of shrinking to fit. (UUM-150602)

  • Text: Fixed stale font faces after source Font unload/reload. (UUM-150877)

  • UI Toolkit: Fix to run the authoring Editor tests without waiting on frames. (UUM-150274)

  • UI Toolkit: Fixed a memory leak where an element and its component data were never released when a component field held a reference that could reach a VisualElement, such as a callback or a data source. (UUM-151350)
    First seen in 6000.7.0a6.

  • UI Toolkit: Fixed a performance issue where rewriting unchanged shader-info records re-uploaded the full shader-info texture every frame, slowing panning and animated UI. (UUM-151011)

  • UI Toolkit: Fixed a stack overflow and possible Editor shutdown when a custom editor creates an InspectorElement for the object it's already inspecting. (UUM-151541)

  • UI Toolkit: Fixed a MissingReferenceException and a leftover Hierarchy row when removing a Panel Renderer component. (UUM-151371)

  • UI Toolkit: Fixed case of "display: grid" elements ignoring their own min-width, min-height, max-width, and max-height when their size is content-based.

  • UI Toolkit: Fixed case of "display: grid" elements including their own margin in their resolved size, which overflowed the declared size and stretched "1fr" tracks. (UUM-150540)
    First seen in 6000.7.0a5.

  • UI Toolkit: Fixed case of "display: grid" elements placing centered or end-aligned tracks outside the container when a maximum size makes it smaller than the available space.

  • UI Toolkit: Fixed case of "learn more" Help URL in Project Preview Theme settings opening for the wrong unity version.

  • UI Toolkit: Fixed case of a stream of NullReferenceExceptions being thrown when exiting Play mode with an element selected in the UI Toolkit Debugger. (UUM-151391)

  • UI Toolkit: Fixed case of a NullReferenceException being thrown when deleting UI elements one after another in quick succession. (UUM-151373)
    First seen in 6000.7.0a6.

  • UI Toolkit: Fixed case of backdrop-filter blur strength not scaling with ancestor transform scale, such as the UI Builder viewport zoom. (UUM-150615)

  • UI Toolkit: Fixed case of changing panel settings on a panel renderer causing its hierarchy to lose the UI nodes. (UUM-150974)
    First seen in 6000.7.0b1.

  • UI Toolkit: Fixed case of corrupt UXML files being opened in an external editor when the UI Builder could not open them. (UUM-151662)

  • UI Toolkit: Fixed case of elements removed from a panel being kept in memory until the next focus navigation. (UUM-151139)

  • UI Toolkit: Fixed case of multiple buttons not being selectable in the Inspector for a Toggle Button Group with Is Multiple Selection enabled. (UUM-150400)
    First seen in 6000.7.0a5.

  • UI Toolkit: Fixed case of Resource Table Collection becoming uneditable in the Resource Tables window after adding entries to its Shared Data asset in the Inspector. (UUM-150989)
    First seen in 6000.7.0a6.

  • UI Toolkit: Fixed case of the Components section header remaining visible in the VisualElement inspector while the Enable UI Components project setting is off. (UUM-150738)
    First seen in 6000.7.0a6.

  • UI Toolkit: Fixed case of the Curvature style options staying visible and editable in the UI Builder and the VisualElement inspector after the Enable Curved UI project setting is turned off. (UUM-151082)
    First seen in 6000.7.0a6.

  • UI Toolkit: Fixed case of the Editor freezing and RenderTexture errors being thrown when a large blur value was entered in the UI Builder filter field. (UUM-134044)

  • UI Toolkit: Fixed case of the help button on the Localization Settings Inspector opening a missing Unity Manual page. (UUM-150820)
    First seen in 6000.7.0b1.

  • UI Toolkit: Fixed case of the inspector filter keeping a row visible after its override was unset. (UUM-151100)
    First seen in 6000.7.0a4.

  • UI Toolkit: Fixed case of the Inspector's Name field accepting special characters when renaming a UI Toolkit element. (UUM-151282)

  • UI Toolkit: Fixed case of the move cursor being displayed over elements using the Relative position mode in the UI Viewport. (UUM-150456)

  • UI Toolkit: Fixed case of the Scene view UI Preview not updating when a selected Panel Renderer became previewable after assigning PanelSettings. (UUM-149422)

  • UI Toolkit: Fixed case of the UI Stage breadcrumbs showing only the edited sub-document instead of the full path into it when entering a nested element.

  • UI Toolkit: Fixed case of the UI Toolkit Debugger showing color preferences for the Repaint Overlay and Wireframe overlays that could not be enabled; both overlays are now available to all users. (UUM-151364)

  • UI Toolkit: Fixed case of the UXML document being marked as having unsaved changes when using the Cut operation in UI Builder. (UUM-151306)

  • UI Toolkit: Fixed case of the AdvancedDropdown popup being rendered too wide when an item has an icon. (UUM-151635)

  • UI Toolkit: Fixed gray artifacts that flickered across Editor windows when a Filter was applied to an element with an extreme size. (UUM-147797)

  • UI Toolkit: Fixed rendering corruption and out-of-bounds errors on WebGL when a large number of elements changed in a single frame. (UUM-151098)

  • UI Toolkit: Fixed InvalidCastException errors and an empty Inspector after unsetting a Data Source Type on a Visual Element. (UUM-148143)

  • UI Toolkit: Removed "No" option from some alert dialogs where it didn't apply.

  • UI Toolkit: Removed the Font Asset Migration startup prompt. (UUM-151333)
    First seen in 6000.7.0b1.

  • UI Toolkit: The "Save As" field in the "Save USS File" dialog is now pre-filled with a default name ("New USS") when creating a new StyleSheet from the UI Builder or the in-scene UI Toolkit editing stage's Style Sheets window. (UUM-150992)

  • Unity Physics: Fixed an issue where the BVH static tree wouldn't be updated correctly when swapping from multi-threaded to single threaded setups. (UUM-133011)

  • URP: Fix to skip the SSAO pass when the active renderer does not provide the camera depth/normals textures. (UUM-150219)

  • URP: Fixed a bug where Screen Space Reflections in URP malfunction when some pixels contain NaN or Inf values, persisting and spreading those values. (UUM-150218)
    First seen in 6000.7.0a4.

  • URP: Fixed a bug where SSR in URP did not work with MSAA. (UUM-151777)
    First seen in 6000.7.0b1.

  • URP: Fixed case of the deprecated LightingPhysicallyBased overload ignoring the surface normal and using the specular highlights toggle as the view direction. (UUM-149002)
    First seen in 6000.7.0a1.

  • URP: Fixed case of the Render Pipeline Converter's 2D Material Reference and Shader Converters naming the renderer inconsistently (as "Renderer 2D") in their disabled tooltip, instead of matching the Target Pipeline dropdown's "2D Renderer". (UUM-151380)

  • URP: ScriptableRendererData.TryGetRendererFeature was throwing NullReferenceException. (UUM-150772)

  • Version Control: Fixed race condition provoking a Version Control error "UpdateSettings: Unknown version control plugin: XYZ" during the editor startup. (UUM-149884)

  • VFX Graph: Fix to disallow re-categorization of built-in attributes. (UUM-151058)

  • VFX Graph: Renaming a custom attribute now propagates validation state to custom HLSL blocks correctly. (UUM-139121)

  • Web: Fixed issue where editor crashes on exit when a manual proxy without credentials is configured on Windows.

  • WebGL: Fixed error if shader expects a cube texture but a texture wasn't explicitly bound. (UUM-150746)

  • WebGL: Improved performance by using the device native format for the intermediate color texture. (UUM-150744)

  • WebGL: [WebGPU] Fixed case of render_attachment usage flags being set on textures when not needed, potentially affecting performance of those textures. (UUM-150892)

  • Windows: Fixed case of plugin errors being logged when logging is disabled on Windows. (UUM-149022)

New 6000.7.0b1 Package Changes since 6000.7.0a6

Packages updated

Packages added

Preview of Final 6000.7.0b1 Release Notes

Features

  • 2D: Added EntityIDTile/Base which can be used with Tilemap jobs and Burst.

  • 2D: Light 2D now exposes an optional custom Material, letting a light be drawn by an authored shader instead of URP's built-in one. Available on every light type except Global.

  • 2D: Light 2D now exposes an optional custom shadow Material, letting the shadows a light casts be drawn by an authored shadow shader instead of URP's built-in one. Requires the Enhanced 2D shadow geometry version.

  • 2D: Light2D now exposes an optional custom Material, and Light2D meshes (Freeform, Point/Spot) now carry position-derived UVs so custom light shaders can sample textures across the light's extents.

  • 2D: New Light2D ShaderGraph SubTarget for authoring custom light shaders.

  • 2D: New Light2D ShaderGraph target for authoring custom 2D light shaders, with Color, Shadow Color and Volumetric Color fragment ports. Create one from Assets > Create > Shader Graph > URP > Light 2D Shader Graph.

  • 2D: New Profiler module for Physics Core 2D.

  • 2D: New Shadow Caster 2D ShaderGraph target for authoring custom 2D shadow shaders, with Position, Shadow Displacement, Side Softness and Back Softness vertex ports and an Alpha fragment port. Create one from Assets > Create > Shader Graph > URP > Shadow2D Shader Graph.

  • 2D: New Shadow2D ShaderGraph SubTarget for authoring custom 2D shadow shaders, with Position and Shadow Distance vertex ports and an Alpha fragment port.

  • 2D: Shadow geometry generation is now pluggable, and a new soft shadow generator produces finite-length shadows with a soft penumbra.

  • 2D: ShadowCaster2D now exposes an optional custom Material, letting a shadow caster be drawn by an authored shadow shader instead of URP's built-in one.

  • Accessibility: Added a Generate Accessibility Hierarchy toggle to the UI Document and Panel Renderer Inspectors, and the matching UIDocument.generateAccessibilityHierarchy and PanelRenderer.generateAccessibilityHierarchy properties, to opt individual components out of the generated hierarchy. The toggle is visible and takes effect only while the Generate Accessibility Hierarchies for Runtime Panels setting in Project Settings > UI Toolkit is enabled.

  • Accessibility: Added experimental screen reader support for runtime UI Toolkit panels on Android, iOS, macOS, and Windows. The new Generate Accessibility Hierarchies for Runtime Panels setting in Project Settings > UI Toolkit makes UI Toolkit automatically generate and maintain accessibility hierarchies for the participating runtime panels of the application's main window, so screen readers (Narrator, VoiceOver, TalkBack) can read and operate UI Toolkit content in player builds. In this first version, only buttons, labels, and toggles (including controls derived from them) are exposed as operable controls; other elements are announced by their text when one can be derived, but don't yet expose control-specific roles or interactions. This feature is experimental and not ready for production use.

  • Adaptive Performance: Added CPU and GPU utilization indexer integration for adaptive performance.

  • Android: Added edge-to-edge rendering support with new APIs to control inset overlapping, system bars appearance, and background transparency, enabling full control over how status bar and navigation bar interact with the game view, requires Android 11+.

  • Android: Added support for adaptive TV banners and monochrome icons for Android adaptive icons.

  • Android: Added Vector Drawable Support for Icons.

  • Apple TV: Input System rumble support for tvOS.

  • Asset Import: Added an ImporterGlobalSettings singleton type that can be used to host global importer settings and is correctly synched on import workers.

  • Audio: Added Scriptable Effects to Scriptable Audio Pipeline (SAP).

  • Audio: Removed the feature flag related to the Enhanced Audio Foundation. The Audio Foundation property will now always be visible in the project's global audio settings in the Editor. We still default to Classic mode, but Enhanced mode is now an option.

  • Audio: Unity now provides a built-in Ambisonic Decoder Plugin for Quad+ setups. You use this decoder directly to decode first, second or third order Ambisonic clips into Quad, 5.0, 5.1, 7.1 or 7.1.4 output layouts. You can find more information about this in the Unity Manual.

  • Bug Reporter: Added beta sweepstakes opt in to bug reporter.

  • Bug Reporter: Added button to change bug reporter theme.

  • Build Pipeline: Make MSBuild script compilation pipeline selectable in project settings.

  • Build Pipeline: Make MSBuild script compilation pipeline selectable in project settings.

  • Editor: Added a copy and paste function for the adaptive performance component in build profiles. Copy and paste is viable if the source is fully copyable to the target.

  • Editor: Added a new instability detection feature to the consistency checker, for when multiple cached import results match the current context/environment. This indicates missing or inconsistent dependencies on the related importer.

  • Editor: Added ability to edit the text of some controls such as buttons, labels directly in the viewport using the new menu action Edit or double-clicking on the element.

  • Editor: Added Battery Mode for Adaptive Performance.

  • Editor: Added Current & Runtime Targets and Severity Breakdown to "Move to CoreCLR" section in Project Auditor.

  • Editor: Added editing actions (cut, copy, paste, ...) to the ui Viewport context menu.

  • Editor: Added Jobs Profiler that can be selected as experimental timeline view in the Profiler Window.

  • Editor: Added Migration Wizard to the Universal Render Pipeline.

  • Editor: Added support for Build Destination Override in Build Profiles.

  • Editor: Added support for multiple instances of the UI Builder window.

  • Editor: Added the ability for menu items to be pinned to the customizable main toolbar via the toolbar contextual menu. These elements persist across sessions and are compatible with presets.

  • Editor: Implement Advanced Text (ATG) in TextMeshPro as an experimental opt-in.

  • Editor: Project Auditor: Added the Target Framework column to the Precompiled Assemblies table.

  • Editor: Project Auditor: initial migration pages for help moving to URP and CoreCLR.

  • Editor: Project Auditor: suppress issues based on their ID. Similar to how IDE's allow suppression of compiler warnings.

  • Editor: Swift Project Type is no longer experimental.

  • Editor: The Editor can now build experimental CoreCLR Player builds for Windows, macOS, and Linux.

  • Editor: The Hierarchy window now displays the number of matching items inside the search bar when searching.

  • Editor: UI Toolkit: Added a Track Screen Space Position toggle to the Panel Renderer component. This lets you make a screen space UI element, such as a health bar, follow a target in the 3D world without scripting.

  • Editor: Unity Render Service (URS) is now available in the Build Settings window.

  • Entities: Added configurable memory budgets for Entities archetype and query allocators in Project Settings > Memory, with per-platform settings support.

  • Entities: Added id= search filter to find entities by their index (e.g., id=27869) or full ID with version (e.g., id=27869:3).

  • Entities: Entities Memory profiler now shows allocator budget usage per world to identify when allocators approach their 16 MB limits.

  • Entities: Pressing F (Frame Selected) in the Scene View now frames the camera on selected entities.

  • Graph Toolkit: Now supports setting the VariableNodeMode of a variable node. A variable node can operate in one of two modes: Get and Set. When a variable node is in Set mode, a new Value input is added to the node, making it possible to set the variable's value directly in the graph. It is possible to set the mode of a variable node through its inspector using the Allow to set value in graph checkbox.

  • Graphics: URP Upscaler Priority List.

  • Graphics Tests: Added support for image build settings to distribute reference images through embedded packages.

  • IL2CPP: Added a string-argument overload to [StubBodyIfTypeNotUsed] so that the target type can be named across an assembly boundary that the caller does not reference.

  • IL2CPP: Added experimental support for IL2CPP targeting .NET on iOS. In this mode, the iOS player executes against a .NET 10 base class library (BCL). This is enabled on iOS by selecting the .NET Standard 2.1 - .NET Preview (Experimental) option in the ApiCompatibilityLevel Player setting. Note: C# code is still compiled as C# 9 and against the .NET Standard 2.1 API surface.

  • Input System: Added InputSettings.locationAccuracy and InputSettings.locationDistanceThreshold project defaults for location updates.

  • Input System: Added Mouse.isSupported, which reports whether the current platform can deliver mouse input, rather than whether a mouse is currently connected.

  • Input System: Added Pen.isSupported and Touchscreen.isPressureSupported, which report whether the current platform can deliver pen input and whether its touch input carries a real pressure value, rather than whether such a device is currently connected.

  • iOS: Added full-screen video support for the Swift trampoline.

  • iOS: Added support for Universal Links in the Swift trampoline. Links associated with the app through Associated Domains (apple-app-site-association) now set Application.absoluteURL, invoke Application.deepLinkActivated, and notify native plugins.

  • iOS: Input System rumble support for iOS.

  • iOS: Split the UnityFramework target and created public API module UnityFrameworkAPI.

  • Netcode for Entities: Added a new Single World Host mode for client-hosted servers, instead of using binary client and server worlds.
    This the new default for netcode host world creation.
    This new mode removes the overhead of having to run two worlds in the same process by running both client and server systems in the same world. With this, no more useless serialization/deserialization, useless rollback and replay, useless worlds doing the same thing. See the documentation for pros and cons.
    For existing projects transitioning to this new mode, please see the documentation for migration advice, as this is not a seamless transition. For those not wishing to use this new mode, you can change this back in your NetcodeConfig project settings using the HostWorldModeSelection setting.

  • Networking: Added a Web Requests module to the Profiler window, which reports the UnityWebRequest activity of the application you are profiling:

    • The chart tracks the requests in flight, and the bytes sent and received in each frame.
    • The request list shows each request's status, method, target domain, request source, content type, size and duration, and filters on any of them. A summary strip totals the requests, bytes transferred and errors of the recording, and its p95 latency.
    • Selecting a request inspects it: general information, request and response headers, query string parameters, and a per-phase timing breakdown of DNS lookup, connection, TLS handshake, waiting and transfer.
  • Package: Added localization package upgrade path.

  • Package Manager: Added a new upmSign command-line parameter to sign source Git packages.

  • Package Manager: Added a security confirmation prompt based on the security level selected in Project Settings.

  • Package Manager: Added a Security setting in Project Settings > Package Manager to control which package sources and signature levels are trusted in the project.

  • Package Manager: Added a packageSecurityPolicy CLI argument to set the security policy level when creating a project from the command line.

  • Package Manager: Added log warnings for installing Limited Trust packages when a project's package security level is Trusted packages only.

  • Package Manager: Added security warnings and messages to the package list and details, based on the security level selected in Project Settings.

  • Package Manager: Show the popup at project open when installed packages have signature or security compliance issues that don't meet the security level selected in Project Settings, and update its message.

  • Profiler: Added an information panel to the Profiler's 'Screenshots' module. You can toggle the panel from the module toolbar. It shows:
    The selected frame number, and the resolution and source frame of the displayed screenshot.
    A notice when the displayed screenshot is older than the selected frame.
    The CPU and GPU frame times, highlighted when they exceed the target frame time.

  • QNX: Added build target support for QNX 7.1 with io-sock.

  • QNX: Added --qnx-network-stack option to allow selection of new io-sock QNX7.1 variants.

  • Scripting: Added Smart Strings, a built-in module based on SmartFormat for formatting dynamic strings with named placeholders, pluralization, and conditional logic.

  • Scripting: Unity Player and Editor binaries now export a C symbol named UnityScriptingBackend. Its value indicates the scripting backend the binary was built with, such as IL2CPP, CoreCLR, or Mono, so external tooling can identify the backend by inspecting the binary without running it.

  • Shaders: Introduced a new fast build mode in the Shader Build Settings, automatically converting keywords to dynamic branching and making builds much faster for iteration purposes.

  • UI: Added the localization module, an improved version of the Localization package. Migration support is available. For more information, refer to the documentation.

  • UI Toolkit: Added background gradients support for the background-image style.

  • UI Toolkit: Added gap property.

  • UI Toolkit: You can now open and edit a standalone StyleSheet or Theme StyleSheet asset in the UI Builder without a UXML owner.

  • URP: Added a light falloff mode that matches the Built-in Render Pipeline.

  • URP: Added AgX as a Tonemapping mode in the Tonemapping volume override.

  • URP: Added exposure support to URP's version of SRP lens flare.

  • URP: Added fixed exposure to URP. The setting can be accessed though the volume system.

  • URP: Added on-tile support to the URP deferred renderer.

  • URP: Added support for stencil in Shader Graph.

  • URP: Added: URP Tonemapping now offers an AgX mode in addition to Neutral and ACES. AgX is a modern display transform that desaturates highlights as it compresses them, avoiding the hue shifts and clipping that can appear in over-exposed regions with ACES. It exposes two controls, Contrast and Mid Gray, and works in both SDR and HDR grading modes.

  • URP: Modern Screen Space Ambient Occlusion in URP is now public.
    Existing SSAO Renderer Feature settings are no longer applied. To get the same SSAO results as before, follow the help box in the SSAO Renderer Feature inspector and copy the parameters (shown as inactive) into a Screen Space Ambient Occlusion Volume Override.

  • VisionOS: Input System rumble support for visionOS.

  • Web: Added support for building Player that uses up to 16 GB of WebAssembly memory (Wasm64).

  • Web: Enabled Burst for builds using WebAssembly64.

  • Web: Improved performance of Physics3D module when building with "WebAssembly 2023" option.

Improvements

  • Accessibility: Added support for AccessibilityState.Expanded on Android.

  • Adaptive Performance: Added CPU and GPU utilization ADPF metrics to the Environment sample.

  • Android: Added an error message to help users resolve Android SDK license acceptance issues that cause build failures.

  • Android: Internal cleanup of NdkLooper (RAII pipe fds, dropped goto, NULL/0 normalized to nullptr).

  • Android: Internal refactor of CJK locale font fallback selection.

  • Android: Removed libmain.so; libunity.so and libil2cpp.so are now loaded directly by the Java layer, fixing a duplicate JNI_OnLoad call on runtime reload.

  • Android: Rework External Tools preferences page to follow Editor Foundations UI guidelines.

  • Android: Simplified Java version architecture detection regex.

  • Android: ThinLTO can now be used when Strip Engine Code is enabled.

  • Android: Updated Games-Frame-Pacing package from 2.1.2 to 2.1.3, enabling 16KB page support.

  • Animation: Added support for multi-edition of Animator transition settings.

  • Animation: Replaced Animation Window clip selector dropdown with a searchable dropdown.

  • Animation: The Animator Window's compact mode Layers dropdown now has a search bar.

  • Apple TV: Reduced memory consumption in Release builds. In Release builds, Profiler.GetTotalAllocatedMemoryLong() and Profiler.GetTotalReservedMemoryLong() now report the size the allocator actually reserved rather than the size that was requested, so a higher value than before does not mean that more memory is used.

  • Asset Pipeline: Added clarification detail to.

  • Asset Pipeline: The NativeFormatImporter now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.

  • Asset Pipeline: The VisualEffectImporter now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.

  • Audio: Added new UnityAudioEffectDefinitionFlags_UseOutputChannelCount so Ambisonic decoder native audio plugins can use the full output channel count of the project rather than be fixed to the input clip channel count.

  • Audio: Added profiler markers to Scriptable Audio Pipeline Generators created from Audio Clips, and improved heuristics of the decode-ahead system to avoid slower in-place decoding.

  • Audio: Added profiler section for Scriptable Audio Pipeline.

  • Audio: Architectural improvements to remove most main thread stalls ("Flush DSP connections" profiler marker) or inversely audio drop-outs, when adding / removing Audio Sources, effects and so on, especially under pressure.

  • Build Pipeline: Changed some error messages during Content Directory builds when an included Asset has error messages to make easier to find the culprit asset and understand the underlying error. (UUM-143722)

  • Build Pipeline: Improved Content Directory build dependencies for LOD stripping in assets and scenes to avoid re-build them when the LOD stripping level is changed without impacting them.

  • Build System: Updated the bundled 7-Zip to version 26.02.

  • Build System: Updated the bundled 7-Zip to version 26.03.

  • Burst: Player builds no longer launch the Burst AOT compiler when no user assemblies reference Burst, speeding up build time significantly for projects that do not use Burst. (UUM-145413)

  • Burst: The Burst compiler server now starts asynchronously during editor initialization, reducing editor startup time. (UUM-146006)

  • Core: DataStreamReader and DataStreamWriter no longer use a scratch field, allowing fixed-bit-sized packed writes to earlier positions in the buffer (via a copy of the writer) without data corruption.

  • CoreCLR: Cherry-picked an upstream JIT fix that corrects an inverted Tier0 box-sharing guard, so Enum.HasFlag calls compiled at Tier0 get an exact-typed box and elide the allocation entirely instead of boxing both operands on every call (upstream dotnet/runtime #130590).

  • CoreCLR: The bundled CoreCLR runtime has been updated to a newer .NET 10 (release/10.0) servicing build, incorporating upstream fixes across the JIT, GC, COM/interop and cryptography, plus platform-specific fixes for Windows, Linux, macOS, Android, iOS and the browser.

  • Documentation: Documented how a custom key comparer on a serialized Dictionary field is preserved, and the cases where it isn't.

  • DX12: Implemented placement buffer allocation.

  • Editor: Added a Stencil Shader Graph override sample for URP.

  • Editor: Added copy and paste to settings foldouts in the build profile window.

  • Editor: Added GPU Resident Drawer batching stats (Unique Materials, Unique Meshes, Single-Instance Batches) to the Game View Statistics window, and a "GRD Batches" chart to the Profiler's Rendering module.

  • Editor: Added higher resolution localization editor icons.

  • Editor: Added out-of-process crash handler (UnityMacCrashHandler) for macOS Editor to support minidumps (attached exclusively to bug reports) and improve crash-reporting reliability.

  • Editor: Added SmartStrings project settings and inspector view.

  • Editor: Added the option to double click categories in the Project Auditor window to expand them.

  • Editor: Added various general usability issues with the Build Analysis Window.

  • Editor: Changed default resolution for uGUI canvas scaler from 800x600 to 1920x1080.

  • Editor: Enhances the drag-and-drop experience when adding assets to List<> properties in the Inspector. Previously, users could only drop assets on the list header, and items would always append to the end. Now users can drop anywhere on the list body with visual feedback showing the exact insertion position.

  • Editor: GRD Frame Debugger integration - Batch Cause + GRD Exclusion Summary.

  • Editor: Improved Android External Tools screenshot.

  • Editor: Improved Editor splash screen text legibility by adding a subtle drop shadow behind text labels.

  • Editor: Improved hierarchy icons for missing prefab/script references.

  • Editor: Improved performance for first time script compilation in the Editor. (UUM-137057)

  • Editor: Improved performance of hierarchy icons. (UUM-149124)

  • Editor: Improved the main toolbar element selection by creating a search provider and the associated window.

  • Editor: Improved the performance of the TextureImporter. (various elements in the "processing" phase primarily, but texture compression will perform slightly better as well).

  • Editor: Increased performance by replacing reflection-based code in the Netcode package with non-reflection-based alternatives.

  • Editor: Moved info.plist file to MainApp directory of iOS/tvOS Swift project Type.
    Moved storyboard file to MainApp directory for tvOS Swift project Type.

  • Editor: Normal maps now appear consistently in the Inspector's texture picker.

  • Editor: Project Auditor: Improved messaging about where analysis progress is.

  • Editor: Project Auditor: Improved the Upgrade Summary page to show more information.

  • Editor: Refactored Physics Debug Inspector UI so it uses common Inspector window patterns.

  • Editor: Removed duplicated Overlay colors
    Users now have two ways to reset colors:

    • Per-color reset: Individual "Use Default" button next to each overlay color (in the "Overlays Background" category) to reset just that one color to its default- Reset all colors: "Reset All to Default" button at the bottom of the Colors page to reset all colors at once.
  • Editor: Separated Optimization and Upgrade issues into their own pages in the Project Auditor UI.

  • Editor: The Platform Browser now shows the licenses that apply to the packages selected for a new build profile.

  • Editor: Updated the .NET SDK in the Editor to .NET10.

  • Entities: The Entities Memory Profiler module now uses the QuickSearch search field for filtering archetypes.

  • GI: Added a dedicated denoising pass to Surface Cache GI, which produces much less noisy outputs at similar performance costs to the previous setup.

  • GI: Added the "Warm-up Sample Multiplier" setting to Surface Cache, which allows users to boost sample count for the first frame of a patch's existence to reduce noise.

  • GI: Added XR support to Surface Cache GI.

  • GI: Fixed slow mass removal of ray tracing instances in unified raytracing.

  • GI: Surface Cache GI supports Entities.

  • Graph Toolkit: State transitions can now be started by holding Shift and clicking anywhere on a state, and the area around a state's edge where a transition can be started remains usable when zoomed out.

  • GraphView: Search filters have fallback behavior when indexing isn't complete or available. (UUM-142087)

  • IL2CPP: Reduced IL2CPP metadata size for type, field, property, and event definitions.

  • IL2CPP: Reduced peak memory consumption of il2cpp.exe.

  • IL2CPP: Reduced size of generated generic code.

  • IL2CPP: Reduced the metadata storage size of methods and parameters.

  • IL2CPP: Reduced the size of method definitions stored in metadata file.

  • IMGUI: Debug.ClearDeveloperConsole now also clears errors that have not been displayed yet, so the developer console no longer reopens later showing already cleared errors.

  • Input System: Removed InputSystem gizmo / icons from scene view window.

  • iOS: Custom URL scheme deep links now notify native plugins on cold app launch when using the Swift trampoline, matching the existing warm-launch behavior.

  • iOS: Improved how DPI is calculated so that the fallback for unknown devices is more accurate.

  • iOS: Improved screen orientation handling on iOS so that the orientation reported by the operating system is used instead of inferring it from view dimensions.

  • iOS: Reduced memory consumption in Release builds. In Release builds, Profiler.GetTotalAllocatedMemoryLong() and Profiler.GetTotalReservedMemoryLong() now report the size the allocator actually reserved rather than the size that was requested, so a higher value than before does not mean that more memory is used.

  • Multiplayer: Added a warning on the Multiplayer Center Quick Starts page reminding users that samples require the project to be linked to cloud services.

  • Netcode for Entities: Give GhostAuthoringComponent, GhostAuthoringInspectionComponent, and GhostAdapter AddComponentMenu paths under a shared "Multiplayer/" heading so they're discoverable in the Add Component menu (GhostAdapter's entry sits in the NETCODE_GAMEOBJECT_BRIDGE_EXPERIMENTAL branch).

  • Netcode for Entities: Improved source generator logging for long log lines.

  • Particles: Improved padding on some elements. (UUM-149117)

  • Physics: Added a drop-down offering the ability to switch between multi-threaded and single-threaded simulation under Project Settings -> Physics -> Settings -> GameObjects. (UUM-144574)

  • Physics: Added two buttons for collider components: "Fit to Self" and "Fit to Children".

  • Physics 2D: Added "PhysicsShape.SetBatchGeometry()" method overloads to allow multiple shapes to be set to a single geometry or multiple individual geometries. This includes support for "CircleGeometry", "CapsuleGeometry", "PolygonGeometry", "SegmentGeometry" and "ChainSegmentGeometry".

  • Physics 2D: Added a "Make Asset" button to the empty Physics Core 2D project settings property, which creates a new PhysicsCoreSettings2D asset via a save dialog and assigns it.

  • Physics 2D: Added a dedicated ProfilerCategory.PhysicsCore2D profiler category. The PhysicsCore2D markers report under it.

  • Physics 2D: Added a simple "owner" getter property that aliases the "GetOwner()" method for PhysicsWorld, PhysicsBody, PhysicsShape, PhysicsChain and every joint type.

  • Physics 2D: Changed chain-segment ghost edges to draw as dimmed lines.

  • Physics 2D: Changed joint drawing to a uniform scheme of an anchor line, anchor points and a spring target marker, with configurable world draw colors.

  • Physics 2D: Changed the default DrawOption for a new PhysicsCoreSettings2D asset to "Default Selected" instead of "Default All".

  • Physics 2D: Enabled PhysicsDistanceDefinitionJoint.autoDistance by default.

  • Physics 2D: If the physics simulation produces a PhysicsBody transform with either NaN or Infinite values due to an unstable simulation then, if the body is writing to transforms, it is immediately disabled and its owner name (GameObject, Component or Transform) reported to the console with no transform writing done. This stops the Transform from containing invalid values and reports the identity of the object in question exactly when it occurs.

  • Physics 2D: Improved Physics Core 2D contact solver performance.

  • Physics 2D: Improved the Physics Outline Sprite Editor algorithm which now produces sprite contours that are more efficient for physics, avoiding collinearity and now uses vertex-spacing rules alongside minimal decomposition area and has sub-pixel accuracy. The overall improvement is a better default guess at the outlines and holes formed from a sprite.

  • Physics 2D: Improved the PhysicsCore2D SDF debug-draw shaders for better overall performance, per-pixel accuracy, and reduced aliasing when viewing at low angles.

  • Physics 2D: Increased the PhysicsWorld.DrawThickness maximum from 5 to 10 pixels.

  • Physics 2D: Merged the Physics Core 2D project-settings pages into a single page and the settings asset Inspector now shows the full settings for direct editing.

  • Physics 2D: PhysicsBody.SetBatchTransform() now has an additional "bool writePoses" flag to control if the Unity Transform are written to after the PhysicsBody poses are updated.

  • Physics 2D: PhysicsEvents of ContactBeginEvent, ContactEndEvent, TriggerBeginEvent and TriggerEndEvent can now be collated to produce a single Begin and End callback pair rather than multiple per-shape. This is critical to allow for "collider-style" callback behaviour where a logical group of shapes reports as a single compound shape.

  • Physics 2D: PhysicsJoint definitions now display as grouped, collapsible sections in the Inspector. Property drawers organize each definition into Anchors, Spring, Motor, Limit, Thresholds, Tuning and Drawing, so a definition reads as a handful of rows instead of a long flat list.

  • Physics 2D: PhysicsSpace now has several batch getter/setter methods to reduce round-trips from the engine including "SetBatchProxyAABB()", "GetBatchProxyAABB()", "GetBatchProxyCategories()", "GetBatchProxyUserHandle()" and "GetBatchProxyShapes".

  • Physics 2D: PhysicsSpace now has the ability to specify a bound world with "PhysicsSpace.Create(PhysicsWorld)". With a world bound, PhysicsShape can be synchronized with "PhysicsSpace.SyncShapes()" overloads.

  • Physics 2D: The PhysicsHingeJoint no longer draws redundant circles at its anchor points. No other joint does this.

  • Physics 2D: Updated PhysicsCoreSettings2D asset icon.

  • Physics 2D: PhysicsFixedJoint now uses a separate solving path when both the linear and angular frequencies are set to zero indicating full stiffness. This has always been a special set of values but now is much stiffer removing visible "ringing" artifacts when the bodies are relatively far apart and changing in both position and rotation.

  • Prefabs: The PrefabImporter can now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.

  • Scripting: Improved our Lifecycle system to allocate less memory on hot paths. (UUM-148725)

  • Scripting: Surface assembly references from the MSBuild compilation pipeline.

  • Shadergraph: Gave subgraph node dropdowns an opaque background. (UUM-143563)

  • Shadergraph: Improved padding on inline sliders. (UUM-143533)

  • Shadergraph: Shader graphs with long path names should now open correctly. (UUM-142738)

  • Shadergraph: Suppress superfluous warning messages when slot count changes from keyword/dropdown properties. (UUM-143642)

  • Shaders: Updating unlisted shader properties via Material Set[Type] APIs mark the material dirty.

  • SRP Core: Added the IRenderGraphPassData interface that allows users to implement a Reset() method in their render graph pass data to clean up PassData object before they enter the object pool.

  • SRP Core: Improved RgbToHsv accuracy. (UUM-148848)

  • SRP Core: Render Graph Viewer - Allow opening the C# code and line where a texture was imported or created.

  • Text: The TextScriptImporter can now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.

  • Text: The TrueTypeFont importer can now run out-of-process when "parallel import" (in ProjectSettings/Editor) is ON.

  • uGUI: Improved how uGUI handles mesh data to reduce general overheads from uGUI Graphic objects.

  • uGUI: Improved the tween engine with performance optimizations. Removed duplicate tween engine implementations from the TMP assemblies.

  • UI Toolkit: Improved accuracy of time measurements in USS Stats window (experimental).

  • UI Toolkit: Improved main scene editing Overrides menu.

  • UI Toolkit: Improved performance and memory usage of VisualElement class list.

  • UI Toolkit: Improved Theme Style Sheet (.tss) references so newly written USS imports use GUID-based asset URIs, preventing references from being lost when the USS file is renamed or moved. Existing hand-authored relative imports remain supported, and users who prefer relative paths can still hand-edit them after saving. (UUM-128489)

  • UI Toolkit: Improved USS selector matching performance for complex selectors and for elements that match many selectors in the same stylesheet.

  • UI Toolkit: Shader Graph support for UIToolkit Filters.

  • Undo System: Improved the performance of undoing and redoing reparenting actions in deep and wide hierarchies.

  • Unity Physics: Improved query performance for Collector Types (Any, Closest, All) for query types: Raycast, ColliderCast, Point Distance and Collider Distance, when casting against a MeshCollider. Improvement is particularly observable with Burst enabled. (UUM-146273)

  • Unity Physics: ScheduleUpdateBroadphase previously overwrote the dynamic-tree update's JobHandle with the static-body change-check handle before scheduling the static-tree update, dropping the dynamic-tree job from the dependency chain, which can cause job safety errors when invoking Unity.Physics systems manually (for example; as is done by Netcode for Entities).

  • URP: Added contact hardening (distant-dependent reflections) to Screen Space Reflections for URP. This is controlled by 2 new settings: Contact Hardening Scale and Contact Distance Bias.

  • URP: Removed the Visual Scripting package from the 3D URP template to improve Editor startup time.

  • URP: Rendering Debugger - Frame Settings - Improved the messaging on Frame Settings, and improved how the configured data is shared among multiple scene cameras. (UUM-141008)

  • VisionOS: Reduced memory consumption in Release builds. In Release builds, Profiler.GetTotalAllocatedMemoryLong() and Profiler.GetTotalReservedMemoryLong() now report the size the allocator actually reserved rather than the size that was requested, so a higher value than before does not mean that more memory is used.

  • Web: Reduced memory consumption when UnityDefaultAllocator is used in Release builds. Profiler.GetTotalAllocatedMemoryLong() and Profiler.GetTotalReservedMemoryLong() now report the size the allocator actually reserved rather than the size that was requested when UnityDefaultAllocator is used in Release builds, so a higher value than before does not mean that more memory is used.

  • Windows: Improved performance of issuing async reads with DirectStorage.

  • Windows: Improved performance on loading archive files with DirectStorage enabled.

  • Windows: NVUnityPlugin.pdb is now available inside the Unity installation on disk and on Unity's symbol server.

  • XR: Graphics: Allow shader permutation to persist during building, allowing non-shadowed stencil deferred lights to avoid expensive shadowing calculations.

  • XR: Graphics: Improved GPU performance of stencil deferred point and spot light draws by specializing the per-light fragment shader per light type, letting point lights skip cone-angle math and spot lights skip a runtime shadow-map-face branch.

  • XR: Improved GPU performance when QuadViews are enabled in Deferred rendering (when not using SpaceWarp) via reducing the amount of redundant geometry rendering in the focus-inner region during the low-resolution periphery pass.

  • XR: QuadViews: Allow LUT information to be reused within inner/outer views.

  • XR: QuadViews: Defer the submission of render commands to the final inner quad view pass to improve XR CPU performance.

API Changes

  • 2D: Changed: Added Render Shader User Value (RSUV) support to intermediate renderers.

  • Adaptive Performance: Added: Added EnergyUsage API to enable power monitor (CPU, GPU, TPU, display, memory) energy consumption reading.

  • Android: Added: Added CompileSdkSpec Gradle DSL classes.

  • Android: Added: Added support for SDK Platform 37.

  • Android: Added: Added support the new CPU/GPU utilization Adaptive Performance metrics via CPU/GPU headroom methods on Android.

  • Android: Added: Added the PowerMonitor energy consumption API to Adaptive Performance Android provider.

  • Android: Added: Added the PowerMonitor energy consumption API to Adaptive Performance Android provider.

  • Android: Added: Added ApplicationStartInfoProvider.GetHistoricalProcessStartReasons to retrieve ApplicationStartInfo records.

  • Android: Added: Added PlayerSettings.Android.compileSdkVersion to set the compile API level independently of the target API level, including sub-integer (major.minor) precision.

  • Android: Changed: Reduced public API surface of the Android Java player library (com.unity3d.player) by making internal classes and methods package-private. Affected classes - ApplicationExitInfoBase, ApplicationExitInfoProvider, AudioVolumeHandler, Camera2Wrapper, GoogleARCoreApi, HFPStatus, MultiWindowSupport, NativeLoader, NetworkConnectivity, OrientationLockListener, PermissionRequest, PlatformSupport, StaticSplashscreen, UnityGameManager, UnityGameState, UnityPermissions, VideoPlayer, TimeoutThread, UnityPlayer.kbCommand, IFrameReady, IPermissionRequestCallbacks, VideoPlayer.StateCallback. Affected methods - UnityPlayer.getNetworkProxySettings(java.lang.String), UnityPlayer.startOrientationListener(int), UnityPlayer.stopOrientationListener(), UnityPlayer.setMainSurfaceViewAspectRatio(float).

  • Android: Deprecated: Removed deprecated TouchScreenKeyboard.Android.consumesOutsideTouches and closeKeyboardOnOutsideTap properties; Unity now always processes touches outside the on-screen keyboard.

  • Animation: Changed: Moved AnimationPlayableOutputExtensions and AnimationStreamSource out of experimental. Projects will be upgraded automatically with the new namespace.

  • Asset Import: Added: AssetImportContext.DependsOnArtifact overloads that take a UnityEngine.Object or a LazyLoadReference<T>, so a scripted importer can declare an artifact dependency directly from an object or lazy reference.

  • Audio: Added: Added a real-time counterpart to ControlContext.SendMessage for the Scriptable Audio Pipeline. This is a binary breaking change, but it's source compatible.

  • Audio: Added: Added seeking support to scriptable processors and audio clips used as generators.

  • Audio: Added: Scriptable processors: added GeneratorInstance.CreationParameters and RootOutputInstance.CreationParameters; deprecated ProcessorInstance.CreationParameters and its implicit conversions (to be removed in a following version).

  • Audio: Deprecated: Deprecated various Audio APIs.

  • Build Pipeline: Added: Added a new AssetPostprocessor.OnProcessScene callback used when loading scenes in playmode or during a build as a deterministic replacement to IProcessSceneWithReport.OnProcessScene.

  • Build Pipeline: Added: Allow for extra scripting defines when using BuildPlayer with BuildPlayerWithProfileOptions.

  • Core: Added: GameObjectUtility.AllStaticEditorFlagsSet returns true only if all of the requested StaticEditorFlags are set.

  • Core: Added: GameObjectUtility.AnyStaticEditorFlagsSet returns true if any of the requested StaticEditorFlags are set.

  • Core: Changed: Added new abstractions for progressive asset loading.

  • Core: Deprecated: GameObjectUtility.AreStaticEditorFlagsSet use AnyStaticEditorFlagsSet for the previous behavior, or AllStaticEditorFlagsSet to require all flags. Existing code is automatically upgraded to AnyStaticEditorFlagsSet by the API Updater (no behavior change).

  • Editor: Added: Added a new public API to ease discoverability of available Main Toolbar elements.

  • Editor: Added: Added a new RequiresInsights attribute. Packages and user code can use it to declare a dependency on the Insights module, which ensures the module is included in the build.

  • Editor: Added: Added APIs to insert custom entries in the Graph and Blackboard right-click menus.

  • Editor: Added: Added more alloc-free APIs for TextElement.

  • Editor: Added: Added public text API to generate text using ATG.

  • Editor: Added: Added right click menu support for state machine.

  • Editor: Added: Added Span/ReadOnlySpan for applicable editor APIs.

  • Editor: Added: Added the MainToolbarCustomElement API to the customizable toolbar to enable the creation of custom VisualElements.

  • Editor: Added: Added the UnityEditor.EditorDialogEvents API, which raises dialogWillShow and dialogDismissed events when a native or custom modal dialog appears in the Editor. External tooling can use these events to detect that the Editor's main thread is blocked by a dialog instead of appearing hung.

  • Editor: Added: Added CompassSensor, exposing magnetic heading, true heading, raw geomagnetic vector, and heading accuracy as the parity equivalent of UnityEngine.Input.compass.

  • Editor: Added: Added EditorUserBuildSettings.activeNamedBuildTarget and BuildSummary.namedBuildTarget.

  • Editor: Added: GTK : Custom state machine conditions can now customize their row in the transition inspector.

  • Editor: Added: GTK : New API added to have icons for Conditions, logic groups, transition rules and transitions, shown on their row in the transition inspector.

  • Editor: Added: Introduced support for Unity Registry packages adding references to on-disk assets to a build profile.

  • Editor: Added: Introduced support for Unity Registry packages adding references to on-disk assets to a build profile.

  • Editor: Added: Project Auditor: Added migration areas to support adding migration rules.

  • Editor: Added: Project Auditor: Added Descriptor.IsSupported so analyzers can check if an issue is valid for the current platform and version.

  • Editor: Added: Project Auditor: Exposed various APIs to enable packages and user code to write rules.

  • Editor: Added: Project Auditor: exposed ShadersModule.OnAnalysisStarted.

  • Editor: Deprecated: Deprecate Oculus XR package.

  • Editor: Obsoleted: The EntityCommandBuffer PlaybackPolicy enum has been made obsolete with errors. To apply the same set of commands more than once, record them into a new EntityCommandBuffer for each playback.

  • Editor: Removed: Project Auditor: Removed FirstCustomCategory from IssueCategory enum, and moved it to IssueCategoryExtensions as a static field.

  • EmbeddedLinux: Added: Implemented visibility, focus and resizability APIs for Windowing.

  • EmbeddedLinux: Added: Implemented window focus, visibility, and destruction event system APIs in Windowing.

  • Entities: Added: Added the CompanionComponent<T> unmanaged wrapper and the EntityManager.GetCompanion<T> extension so that companion components can be read from systems without using the obsolete managed component API.

  • Entities: Added: ChunkEntityEnumerator.IsSparse and .NextEntityIndexBatch were added to support cases where code needs to branch on sparse chunks, and would prefer batched APIs for performance reasons.

  • Entities: Changed: IDebugOnAdded and IDebugOnRemoved callback signatures now require Entity parameter. Update callbacks from OnAdded(ref T component) to OnAdded(Entity entity, in T component).

  • Entities: Deprecated: Marked the following functions as deprecated as part of the managed component deprecation: EntityQuery.ToComponentArray<T>(), EntityQuery.GetSingleton<T>(), TryGetSingleton<T>(), GetSingletonRW<T>(), and SetSingleton<T>() for managed (class) component types, and EntityQuery.GetTransformAccessArray().

  • Entities: Removed: Baking managed components and managed shared components is no longer supported. Baker.AddComponentObject, Baker.AddSharedComponentManaged, and Baker.SetSharedComponentManaged are now compile errors. Convert your data to unmanaged IComponentData / ISharedComponentData (use UnityObjectRef<T> to reference UnityEngine.Object instances) and bake it with the unmanaged AddComponent / AddSharedComponent APIs.

  • Entities: Removed: The managed-component APIs deprecated in 6.6 are now compile errors.

  • Entities: Removed: The EntityCommandBuffer/ParallelWriter APIs for managed IComponentData and managed ISharedComponentData are now compile errors.

  • GI: Added: Added an API for creating, loading and unloading procedurally generated LightProbes objects.

  • GI: Added: Added LODGroup.globalIlluminationLOD, Renderer.lodGroupMask and the Unity.Rendering.GlobalIlluminationLOD component.

  • GI: Added: Let render pipelines opt out of the baked divide-by-PI convention.

  • GI: Deprecated: Deprecated both TerrainExtensions.UpdateGIMaterials overloads. Enlighten realtime Global Illumination will be removed in a future release.

  • GI: Deprecated: Deprecated CombineInstance.realtimeLightmapScaleOffset. Enlighten realtime Global Illumination will be removed in a future release.

  • GI: Deprecated: Deprecated DynamicGI.indirectScale, DynamicGI.isConverged, DynamicGI.materialUpdateTimeSlice, DynamicGI.synchronousMode, DynamicGI.updateThreshold, DynamicGI.SetEmissive, and DynamicGI.SetEnvironmentData. DynamicGI.UpdateEnvironment is not deprecated. Enlighten realtime Global Illumination will be removed in a future release.

  • GI: Deprecated: Deprecated LightingSettings.realtimeGI and LightingSettings.realtimeEnvironmentLighting. Enlighten realtime Global Illumination will be removed in a future release.

  • GI: Deprecated: Deprecated LightmapParameters.clusterResolution, LightmapParameters.irradianceBudget, LightmapParameters.irradianceQuality, LightmapParameters.isTransparent, LightmapParameters.modellingTolerance, LightmapParameters.stitchEdges, and LightmapParameters.systemTag. LightmapParameters.resolution is not deprecated, because it also sets the resolution the Progressive Lightmapper bakes terrain at. Enlighten realtime Global Illumination will be removed in a future release.

  • GI: Deprecated: Deprecated MeshRenderer.enlightenVertexStream. Enlighten realtime Global Illumination will be removed in a future release.

  • GI: Deprecated: Deprecated Renderer.realtimeLightmapIndex and Renderer.realtimeLightmapScaleOffset. Enlighten realtime Global Illumination will be removed in a future release.

  • GI: Deprecated: Deprecated RendererExtensions.UpdateGIMaterials. Enlighten realtime Global Illumination will be removed in a future release.

  • GI: Deprecated: Deprecated Terrain.realtimeLightmapIndex and Terrain.realtimeLightmapScaleOffset. Enlighten realtime Global Illumination will be removed in a future release.

  • GI: Deprecated: Deprecated UnityEditor.Lightmapping.realtimeGI. Enlighten realtime Global Illumination will be removed in a future release.

  • Graph Toolkit: Added: Added a new API to access the root VisualElement of Nodes.

  • Graph Toolkit: Added: Added a new API to access the root VisualElement of States.

  • Graph Toolkit: Added: Added a new overload to Graph.AddVariableNode that allows variable nodes to be created with a specific mode. Added a Mode getter to IVariableNode to get the current VariableNodeMode of the variable node.

  • Graph Toolkit: Added: Added an API to edit Group Conditions.

  • Graph Toolkit: Added: Added an overload to Graph.UndoBeginRecordGraph taking a param array of Node objects. Passing nodes here will track changes to serialized fields on user defined nodes, ensuring they are tracked by the undo system and that the graph is dirtied when these fields are modified.

  • Graph Toolkit: Added: Added public API for customizing state accent visuals in editor and runtime.

  • Graph Toolkit: Added: Added public API for customizing state transition visuals in editor and runtime.

  • Graph Toolkit: Added: Added state options. Implemented by overriding State.OnDefineOptions on a State, and accessed through IStateOption. State options appear in the Inspector when the state is selected.

  • Graph Toolkit: Added: Added StateMachine.OnStateMachineChanged() public API.

  • Graph Toolkit: Added: Added the following properties on Graph: SupportedTypes, AvailableVariableTypes and AvailableConstantTypes. Added the following methods on Graph: BuildAvailableVariableTypes and BuildAvailableConstantTypes. Graph devs can now customize which variable types their end users have access to in the blackboard and constant types in the graph item library. Types added using BuildAvailableConstantTypes and BuildAvailableConstantTypes are implicitly added to SupportedTypes.

  • Graph Toolkit: Added: Added the DataTypeStyleMapper.Register(System.Type dataType, UnityEngine.Color color) overload to allow changing the color of a data type while showing a default icon.

  • Graph Toolkit: Added: Added IInputPortBuilder.WithDataTypes and IOutputPortBuilder.WithDataTypes APIs to define a port as Polymorphic (a port that accepts multiple data types).

  • Graph Toolkit: Added: Added IPort.TrySetDataType API to programmatically change the data type of a polymorphic port.

  • Graph Toolkit: Added: Added Node.OnPortDataTypeChanged callback that is triggered when a user changes the data type of a polymorphic port.

  • Graph Toolkit: Added: Extend ITransition to add abilities to manage ITransitionRules.

  • Graph Toolkit: Added: Extend the StateMachine class to add the ability to manage transitions between states.

  • Graph Toolkit: Added: The Graph Toolkit state machine authoring API is now public, letting you define custom state-machine graph assets (with custom states, transitions, conditions, and variables) from editor scripts.

  • Graph Toolkit: Added: The GraphLogger has several new properties. Each provides a List of Nodes, Ports or Variables that have been added, removed or changed (removed items simply have their guid).

  • Graphics: Added: Added Default Mesh Buffer Target to project graphics settings.

  • Graphics: Changed: Deprecated RayTracingAABBsInstanceConfig.dynamicGeometry and replaced with RayTracingAABBsInstanceConfig.rayTracingMode. AABB ray tracing instances are now compatible with RayTracingAccelerationStructure.UpdateInstanceGeometry method.

  • Input: Deprecated: Input.backButtonLeavesApp is deprecated and will be removed in a future release. Use
    Application.backButtonLeavesApp instead.

  • Input System: Added: Added a new DeviceOrientationSensor device that provides feature parity with UnityEngine.Input.deviceOrientation.

  • Input System: Added: Added internal plumbing for the Input System package to be able to extract Device Orientation similar to Input Manager.

  • iOS: Added: Introducing user module version for UnityAPI module for Swift project type.

  • iOS: Removed: Removed the GameCenter implementation.

  • iOS: Removed: The deprecated iPhoneInput class has been removed. Use Input instead.

  • Kernel: Added: The former com.unity.collections has been moved into an engine module, namely ManagedKernelModule. It is now available irrespective of whether the package is used, and the package is reduced to a set of typeforwarders. As part of this move, the scripting define UNITY_DOTS_DEBUG no longer controls extra checks in players in Native* and Unsafe* collections (although it still does control many extra checks in Entities); now you need to use the Checked (or Debug) managed code variant to include those checks in player builds.

  • Netcode for Entities: Added: Added support for replicating non-uniform (3D) scale via the Unity.Transforms.PostTransformMatrix component, using the new built-in PostTransformMatrix3DScaleVariant. Rather than sending the full float4x4 matrix, only the per-axis scale is extracted and replicated (as three quantized floats by default). Existing ghost prefabs will have the DontSerializeVariant set by default for PostTransformMatrix to not break existing behavior. Use the new SubType = GhostFieldSubType.PostTransformMatrixScale to create your own Variants.

  • Netcode for Entities: Removed: The obsolete managed GhostPresentationGameObjectPrefab component is now a hard error ([Obsolete(..., true)]) and no longer functional. Use the unmanaged UnmanagedGhostPresentationGameObjectPrefab instead, which references the prefabs through UnityObjectRef<GameObject>.

  • Physics: Added: Added PhysicsSceneLoadScope which can be used to control which physics scene is used when loading a unity scene asset. This effectively allows grouping multiple unity scenes under a specific physics scene.

  • Physics 2D: Added: Added "ChainSegment.UpdateSegments()" to update the segments. This compliments the existing "ChainSegment.CreateSegments()".

  • Physics 2D: Added: Added "Get()" extension method to all Physics "object" types to allow users to work around not being able to use a setter property on a returned object without first assigned to a local variable. Added to PhysicWorld, PhysicsBody, PhysicsShape, PhysicsChain, PhysicsJoint and all concrete PhysicsJoints.

  • Physics 2D: Added: Added "PhysicsUserData.vector3IntValue" property of type Vector3Int. This will allow per-shape tilemap position references.

  • Physics 2D: Added: Added a "massOverride" property to PhysicsBody and PhysicsBodyDefinition that selects which of the mass, rotational inertia and center of mass use authored values instead of being calculated from the attached shapes.

  • Physics 2D: Added: Added a "PhysicsEvents.WorldTransformPlaneChange" event which is called when a PhysicsWorld transform plane is changed.

  • Physics 2D: Added: Added a batch overload of "SetOwnerUserData()" to PhysicsShape, PhysicsBody, and PhysicsJoint.

  • Physics 2D: Added: Added a selectedDrawing property to PhysicsBody, PhysicsShape and PhysicsJoint, batch SetSelectedDrawing methods, and PhysicsWorld.ClearDrawSelected, so individual objects can be drawn persistently when the world is drawn.

  • Physics 2D: Added: Added a static PhysicsWorld.DrawShapes method that draws a span of shapes into their worlds.

  • Physics 2D: Added: Added an autoAxis option to the slider and wheel joint definitions that derives the joint axis from the joint anchors when the joint is created.

  • Physics 2D: Added: Added an extension method to "NativeArray<T>" of "Filter()", providing a lazy, allocation-free, Burst-compatible filtered view over physics result arrays (object creation, queries, events, and other operations). We've added a "IPhysicsResultFilter<T>" and "PhysicsResultEnumerable<T, TFilter>" to allow custom filter methods to be used.

  • Physics 2D: Added: Added an owner key overload to PhysicsShape "DestroyBatch()", PhysicsBody "DestroyBatch()", and PhysicsJoint "DestroyBatch()", plus their PhysicsWorld "DestroyShapeBatch()"/"DestroyBodyBatch()"/"DestroyJointBatch()" equivalents.

  • Physics 2D: Added: Added an owner overload to PhysicsShape "CreateShapeBatch()" and PhysicsBody "CreateBatch()", plus the PhysicsWorld "CreateBodyBatch()" equivalent.

  • Physics 2D: Added: Added batch setters for user data, owner user data, contact filter and surface material on PhysicsShape, PhysicsBody and PhysicsJoint.

  • Physics 2D: Added: Added the PhysicsCallbacks.IPreContactCallback and PhysicsCallbacks.IPreContinuousCallback interfaces for physics shapes, replacing PhysicsCallbacks.IPreSolveCallback which is now deprecated. IPreContactCallback reports a contact before it is solved and gives you the full contact manifold to modify or cancel. IPreContinuousCallback reports a fast moving shape that is about to be stopped short of another shape, and lets you decide whether to stop it. IPreSolveCallback previously reported both of these situations through a single callback. The per shape option that enables them is now called Pre Contact Callbacks.

  • Physics 2D: Added: Added autoAnchorA and autoAnchorB properties to PhysicsJoint and PhysicsJointDefinition.

  • Physics 2D: Added: Added autoDistance property to PhysicsDistanceJoint and PhysicsDistanceJointDefinition.

  • Physics 2D: Added: Added PhysicsWorld.drawAtTransform and PhysicsWorldDefinition.drawAtTransform to draw bodies, shapes, and joints at their assigned Transform's pose instead of their simulated physics pose.

  • Physics 2D: Added: Added PhysicsWorld.ExplosionDefinition.useTriggers to control whether an explosion applies an impulse to trigger shapes.

  • Physics 2D: Added: Added PhysicsWorld.minEdgeLength, PhysicsWorld.minPolygonEdgeLength, and PhysicsWorld.minPolygonCollinearDistance to expose geometry validity thresholds, and an areEdgesValid property to SegmentGeometry, CapsuleGeometry, ChainSegmentGeometry, and PolygonGeometry to check a geometry's edges against them.

  • Physics 2D: Added: Added PhysicsWorld.stateHash, which returns a hash of the current state of the world. Use it to compare the state of two worlds, for example when checking that a simulation is deterministic. The value is recalculated over the whole world each time you read it, so avoid reading it every frame.

  • Physics 2D: Added: Added PhysicsWorld SetName() and GetName() methods to allow assigning of a 64 character name to help with world identity during debugging.

  • Physics 2D: Added: Added pointA and pointB to the physics contact manifold point, which give the contact point on each shape in world space. The existing point property is now deprecated because the two new properties replace it.

  • Physics 2D: Added: Added: "PhysicsMath.TryGetRelativeMatrix2D()" and "PhysicsMath.TryGetPlaneMatrix2D()", which compute a 2D relative transform without ever returning a NaN result for a degenerate or flattened scale. These are often required when authoring components and help calculate relative transformation between two in a Transform hierarchy.

  • Physics 2D: Added: Added: PhysicsBody, PhysicsShape and PhysicsJoint now each have a "drawTarget" property, selecting which Unity editor views (Scene view, Game view or both) the object is drawn into when the world is drawn.

  • Physics 2D: Deprecated: Deprecated the PhysicsCallbacks.IPreSolveCallback interface. It reported both an existing contact and a predicted stop for a fast moving shape through a single callback, so it is replaced by PhysicsCallbacks.IPreContactCallback and PhysicsCallbacks.IPreContinuousCallback, one for each situation. The deprecated interface keeps working and still reports both, and a shape only uses it where the matching new interface is not implemented, so you can move over one at a time.

  • Physics 2D: Deprecated: Deprecated PhysicsWorld.WorldProfile.applyBounciness; bounciness is no longer a separate solver stage so it always reads as zero.

  • Physics 2D: Obsoleted: Removed PhysicsWorld and PhysicsWorldDefinition autoContactCallbacks and autoTriggerCallbacks properties as they are no longer required or used. The contact and trigger events are effectively free now and production of such events is still controlled on a per-shape basis so no behaviour has been lost.

  • Playables: Obsoleted: Obsoleted Playable APIs Playable.SetDelay, Playable.GetDelay, as well as Playable.SetPlayState. The delay functionality can be implemented manually via ScriptPlayables, either by inserting a new playable in the chain which implements the delay, or by modifying the parent playable to handle the delay.

  • Profiler: Changed: Added an optional Display Name property to ProfilerCounterDescriptor for improved readability.

  • QNX: Added: Implemented visibility, focus and resizability APIs for Windowing.

  • QNX: Added: Implemented window focus, visibility, and destruction event system APIs in Windowing.

  • Scripting: Added: Added CoreCLR ScriptingImplementation enum value exposing CoreCLR player support.

  • Scripting: Added: Added the IVariantSelector interface, which you can implement to define custom variants for the localization system.

  • Scripting: Added: New public API, Detach(node) and DetachChildren(node) on Hierarchy and HierarchyCommandList. A detached node keeps its data map entry but is unreachable from Root.

  • Scripting: Added: New public API, IHierarchyNodeTypeHandlerViewModelState, and GetOrCreateHandlerState<T>, TryGetHandlerState<T> and DestroyHandlerState on HierarchyViewModel, for node type handler state that belongs to a single view model. HierarchyNodeTypeHandlerBase.SearchBegin, SearchMatch and SearchEnd gained overloads taking the HierarchyViewModel running the search.

  • Scripting: Added: [Scripting] IL2CPP code coverage support.

  • Scripting: Deprecated: Deprecated PlayerSettings.gpuSkinning. Use PlayerSettings.meshDeformation instead.

  • Scripting: Deprecated: HierarchyNodeTypeHandlerBase.SearchBegin(HierarchySearchQueryDescriptor), SearchMatch(in HierarchyNode) and SearchEnd() are obsolete. Use the overloads that take a HierarchyViewModel, since handlers are shared by every view model on a hierarchy.

  • Scripting: Removed: Deprecated Hierarchy.GetAllNodeTypeHandlersBase has been removed.

  • Scripting: Removed: Deprecated Hierarchy.GetAllNodeTypeHandlersBaseCount has been removed.

  • Scripting: Removed: Deprecated Hierarchy.RegisterNodeTypeHandler has been removed.

  • Scripting: Removed: Deprecated Hierarchy.SortChildren(HierarchyNode, bool) has been removed.

  • Scripting: Removed: Deprecated Hierarchy.UnregisterNodeTypeHandler has been removed.

  • Scripting: Removed: Deprecated HierarchyCommandList.SortChildren(HierarchyNode, bool) has been removed.

  • Scripting: Removed: Deprecated HierarchyFlattened.Hierarchy has been removed.

  • Scripting: Removed: Deprecated HierarchyFlattenedNodeChildren has been removed.

  • Scripting: Removed: Deprecated HierarchyNodeTypeHandlerBase constructor taking a Hierarchy parameter has been removed.

  • Scripting: Removed: Deprecated HierarchyNodeTypeHandlerBase.ChangesPending has been removed.

  • Scripting: Removed: Deprecated HierarchyNodeTypeHandlerBase.Dispose has been removed.

  • Scripting: Removed: Deprecated HierarchyNodeTypeHandlerBase.IntegrateChanges has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.ClearFlags(HierarchyNode, HierarchyNodeFlags, bool) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.DoesNotHaveAllFlags(HierarchyNode, HierarchyNodeFlags) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.DoesNotHaveAllFlags(HierarchyNodeFlags) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.DoesNotHaveAllFlagsCount has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.DoesNotHaveAnyFlags(HierarchyNode, HierarchyNodeFlags) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.DoesNotHaveAnyFlags(HierarchyNodeFlags) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.DoesNotHaveAnyFlagsCount has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.EnumerateNodesWithAllFlags has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.EnumerateNodesWithAnyFlags has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.EnumerateNodesWithoutAllFlags has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.EnumerateNodesWithoutAnyFlags has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.GetIndicesWithAllFlags(HierarchyNodeFlags) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.GetIndicesWithAllFlags(HierarchyNodeFlags, Span<int>) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.GetIndicesWithAnyFlags(HierarchyNodeFlags) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.GetIndicesWithAnyFlags(HierarchyNodeFlags, Span<int>) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.GetIndicesWithoutAllFlags(HierarchyNodeFlags) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.GetIndicesWithoutAllFlags(HierarchyNodeFlags, Span<int>) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.GetIndicesWithoutAnyFlags(HierarchyNodeFlags) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.GetIndicesWithoutAnyFlags(HierarchyNodeFlags, Span<int>) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.GetNodesWithAllFlags(HierarchyNodeFlags) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.GetNodesWithAllFlags(HierarchyNodeFlags, Span<HierarchyNode>) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.GetNodesWithAnyFlags(HierarchyNodeFlags) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.GetNodesWithAnyFlags(HierarchyNodeFlags, Span<HierarchyNode>) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.GetNodesWithoutAllFlags(HierarchyNodeFlags) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.GetNodesWithoutAllFlags(HierarchyNodeFlags, Span<HierarchyNode>) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.GetNodesWithoutAnyFlags(HierarchyNodeFlags) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.GetNodesWithoutAnyFlags(HierarchyNodeFlags, Span<HierarchyNode>) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.HasAllFlags(HierarchyNode, HierarchyNodeFlags) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.HasAllFlags(HierarchyNodeFlags) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.HasAllFlagsCount has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.HasAnyFlags(HierarchyNode, HierarchyNodeFlags) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.HasAnyFlags(HierarchyNodeFlags) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.HasAnyFlagsCount has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.Hierarchy has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.SetFlags(HierarchyNode, HierarchyNodeFlags, bool) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewModel.ToggleFlags(HierarchyNode, HierarchyNodeFlags, bool) has been removed.

  • Scripting: Removed: Deprecated HierarchyViewNodesEnumerable has been removed.

  • Scripting: Removed: Deprecated HierarchyWindow.InitializingView has been removed.

  • Scripting: Removed: Removed the deprecated HierarchyViewModel.HierarchyFlattned.

  • SRP Core: Obsoleted: Deprecating UnityEngine.Rendering.Pool and standarizing UnityEngine.Pool across SRP packages.

  • Test Framework: Added: Added TestRunProfiler custom spans API.

  • Text: Added: Added read-only glyph metrics API to FontAsset. (UUM-150976)

  • uGUI: Added: Added LayoutRebuilder.IsLayoutRebuildPending and LayoutGroup.IsLayoutPending() to check whether a UI element still has a pending layout rebuild.

  • uGUI: Deprecated: Marked the PositionAsUV1, TMP_TextElement_Legacy, FaceInfo_Legacy, TMP_Glyph, TMP_Sprite, KerningPair and KerningTable classes as deprecated (with a warning).
    Marked the GlyphValueRecord_Legacy struct as deprecated (with a warning).
    Marked the EventHandle enum as deprecated (with a warning).
    Marked TMP_SpriteAsset.spriteInfoList as deprecated (with a warning).
    Marked Scrollbar.ClickRepeat(PointerEventData eventData) deprecated (with a warning).

  • uGUI: Obsoleted: Marked the TMP_FontUtilities class as obsolete (with an error).
    Marked the KerningPairKey struct as obsolete (with an error).
    Marked the EventSystem.SetUITookitEventSystemOverride method as obsolete (with an error).
    Marked the Graphic.m_CachedMesh, Graphic.m_CachedUvs and Graphic.useLegacyMeshGeneration members as obsolete (with an error).

  • uGUI: Removed: Removed BaseMeshEffect.ModifyMesh(Mesh mesh).
    Removed BaseRaycaster.priority property.
    Removed EventSystem.lastSelectedGameObject property.
    Removed Graphic.OnPopulateMesh(Mesh m).
    Removed Image.eventAlphaThreshold property.
    Removed InputField.onValueChange property.
    Removed InputField.ScreenToLocal(Vector2 screen).
    Removed IGraphicEnabledDisabled interface.
    Removed IMeshModifier.ModifyMesh(Mesh mesh).
    Removed Mask.OnSiblingGraphicEnabledDisabled().
    Removed PointerEventData.worldPosition and PointerEventData.worldNormal properties.
    Removed RaycastResult.document property.
    Removed Selectable.allSelectables property.
    Removed ShaderUtilities.isInitialized and ShaderUtilities.GetShaderPropertyIDs().
    Removed StandaloneInputModule.InputMode enum.
    Removed StandaloneInputModule.inputMode, StandaloneInputModule.allowActivationOnMobileDevice and StandaloneInputModule.forceModuleActive properties.
    Removed StandaloneInputModule.ForceAutoSelect().
    Removed TextMeshPro.textContainer property.
    Removed TMP_FontAsset.fontInfo property.
    Removed TMP_Text.enableWordWrapping and TMP_Text.enableKerning properties.
    Removed TMP_Text.SetText(string sourceText, bool syncTextInputBox = true).
    Removed TouchInputModule class.

  • UI Toolkit: Added: Added api for measuring Min-content text.

  • UI Toolkit: Added: Added APIs FindPanelRenderer and FindUIDocument.

  • UI Toolkit: Added: Added support to capture a VisualElement to a RenderTexture.

  • UI Toolkit: Added: Added the public UnityEngine.EventCommandNames class, which provides the command name constants that the Editor sends with its command events, such as Copy, Paste, and FrameSelected.

  • UI Toolkit: Added: Added z-index USS property support for controlling the stacking order of overlapping elements within a stacking context. Enable via Project Settings > UI Toolkit > Experimental Renderer Features > Enable Z-Index.

  • UI Toolkit: Added: Added UxmlSerializedDataPropertyDrawer, UxmlAttributeField, and UxmlAttributeFieldDecorator to support custom property drawers for UI Toolkit elements in the Inspector.

  • UI Toolkit: Added: Experimental VisualElement Components.

  • URP: Added: Added 4 overloads for DrawProceduralIndirect that add a count parameter and an optional indirect count buffer for Multi Draw Indirect.

  • UTR: Changed: Added CLI args to Integration and Runtime test runners to select target browser and platform.

  • Video: Removed: Removed the deprecated MovieTexture API.

  • Web: Added: Added new "Maximum Size Reduction" and "Maximum Size Reduction with LTO" Code Optimization settings. When enabled this will further optimize compiled IL2CPP code as well as apply extra link time optimizations (these are distinct from LTO). Testing across multiple projects and devices showed that compared to the default "Shorter Build Time" setting, "Maximum Size Reduction" reduces code size by an average of 28.50% at the cost of 5.25% frame time performance regression.

  • Web: Added: Added performance.measureUserAgentSpecificMemory to web diagnostics overlay to calculate used JS memory.

Changes

  • 2D: Added Burst and Collections as dependency for com.unity.2d.tilemap package.

  • 2D: Changed Tilemap component data structure for better compatibility with jobs.

  • 2D: Refactored URP 2D shadow shaders into a consolidated multi-pass form with named passes (Self, UnshadowMark, UnshadowUnmark, ProjectedSelf, ProjectedUnshadow). Groundwork for upcoming custom-shader and ShaderGraph master node support; no user-visible rendering change.

  • 2D: Renamed the Sprite "Physics Shape" API and Sprite Editor tab to "Physics Outline" to avoid confusion with PhysicsCore2D's PhysicsShape. The old API is deprecated but still works and auto-upgrades.

  • 2D: URP's three internal 2D shadow shaders are merged into a single five-pass shader; no user-visible rendering change.

  • Android: Updated the Gradle version shipped with the Editor from 9.1.0 to 9.3.1.

  • Asset Pipeline: Introducing a number of command-line arguments and environment variables related to the cache server (making it possible to disable upload and download from/to the cache server of specific types of importers).

  • Editor: Disabled static batching by default for new projects.

  • Editor: GTK : Added Support for variable condition transition drag n drop.

  • Editor: GTK : Fixed an issue where the + button was not focusable.

  • Editor: GTK: Fixed an issue where the transition counter was off center.

  • Editor: Project Auditor: Added the ability to skip built-in analyzers for ones that have been migrated to the Project Auditor Rules package.

  • Editor: Project Auditor: bumped Rules package minimum version to 2.0.0.

  • Editor: Project Auditor: moved Domain Reload issues to Code pages.

  • Editor: Project Auditor: new severity icons/colors.

  • Editor: Project Auditor: removing opt-in checkbox for Roslyn.

  • Editor: Removed the NetCoreRuntime from the Editor install.

  • Editor: Tweaked some Surface Cache quality presets.

  • Editor: Updated the main toolbar UX, new design for toggles and better visualization of the groups of elements.

  • Entities: Added an option to hide Unity-Namespaced Systems in the System window.

  • Entities: Added HasHierarchy tag component to TransformRef when it becomes part of a hierarchy.

  • Entities: Bumped the scene serialized CurrentFileFormatVersion version number because the alignment of Entity is changed to 8 bytes.

  • Entities: Display meta chunk entities matching queries in System window and Search window.

  • Entities: Entities: com.unity.charactercontroller is now embedded as a core package in Unity.

  • Entities: Fixed the incorrect icon for shared and chunk components in the System window.

  • Entities: HierarchyColor from the Subscene monobehavior is now an error-level obsolete member.

  • Entities: Moved the ImHex .hexpat generation used for binary debugging of .entities files, from the UNITY_DOTS_IMHEX script define to an editor preference (Entities > Debugging).

  • GI: Migrate Surface Cache GI to use Ray Query instead of Ray Tracing Shaders.

  • GI: Require "Raw" target for mesh vertex and index buffers. To achieve this, the "Default Mesh Buffer Target" setting should be set to "Raw" in Project Settings > Graphics.

  • GI: Surface Cache global illumination now uses only the LOD level selected by the LOD Group's Global Illumination LOD, instead of every level.

  • Graph Toolkit: Passing null to the dataType parameter in the method DataTypeStyleMapper.Register now means to not show an icon at all for a type instead of showing a default icon.

  • Graphics: Moved mesh deformation compute shaders to from default built-in resources to built-in extra resources.

  • IL2CPP: Removed un-unused UnityAot2 Hashes.

  • Installer: Added a -CPULightmapper=no command line switch to the Windows Editor installer that skips installing components only the CPU Progressive Lightmapper requires, currently the end-of-life Microsoft Visual C++ 2010 runtime. (UUM-149122)

  • Mono: Removed assertions from ToFileDescriptor. (UUM-145761)

  • Multiplayer: Changed the run mode of a local player (Scenario Control / Manual Control) to be stored per developer instead of in the scenario asset, so it no longer travels with the asset in version control. Existing scenarios reset to Scenario Control the first time you open them in this version.

  • Multiplayer: Unity Transport: The RoslynAnalyzerFix asset post-processor (and its assembly) have been removed from the package. This deprecated hook did not serve a purpose anymore since the analyzer was removed from the package in version 2.5.0. (UUM-146183)

  • Netcode for Entities: Always automatically generate the NetcodeConfig singleton. This is a breaking change for any project that uses EntityManager.CreateSingleton<NetcodeConfig>() to create the singleton explicitly. You can update your code to use SystemAPI.GetSingleton<NetcodeConfig>() instead.

  • Netcode for Entities: N4E is now a regular editor-independent package, where previously it was built-in.

  • Package: Added localization package 2.0. This version is designed to work with the built in localization module.

  • Package Manager: Changed the signature window to be more consistent and display more information about the installed package.

  • Package Manager: Help boxes learn more links are at the end of the text in the Package Manager window.

  • Package Manager: Marked the Analytics Library package (com.unity.analytics) as deprecated. Migrate to Unity Analytics (com.unity.services.analytics).

  • Package Manager: Updated the icons for Installed, Refresh, Installed as dependency and removed the icons for available for import, and available for download.

  • Physics 2D: Changed the default value of PhysicsBodyDefinition.transformWriteMode from Off to Interpolation. Existing PhysicsCoreSettings2D assets are unaffected; only newly created assets use the new default.

  • Physics 2D: Changed PhysicsWorld.Explode so that it no longer applies an impulse to trigger shapes by default.

  • Scripting: Added an infobox to Build Profiles window that informs you of the new Managed Code Variants feature. This infobox can be permanently dismissed by pressing the "Dismiss" button.

  • Scripting: Added CoreCLR runtime, .NET base class library, and managed Unity engine PDBs to the public symbol server.

  • Serialization: Changed the Dictionary Inspector warning about ignored entries to offer both Select First and Select All buttons when more than one entry is ignored. (UUM-151199)

  • Serialization: Dictionary fields can now use a class or struct key, or a struct value, that contains a SerializeReference field.

  • Serialization: Renamed the Reset to Defaults item in the Dictionary Inspector header context menu to Reset Layout, to make it clear that it restores only the drawer layout and not the dictionary contents. (UUM-151199)

  • Shadergraph: Moved the Particle Shader Graph sample from the HDRP package to the Shader Graph package.

  • UI Toolkit: Always show the UXML document link and asset actions in the element inspector header outside the UI Stage.

  • UI Toolkit: AttributeOverrides are now shown as disabled during main stage authoring.

  • UI Toolkit: Changed the Text attribute field to 3 lines by default instead of 1 when editing in the UI Builder or Scene inspector.

  • URP: Allow skipping of shadow, prepass, opaque, and transparent passes when the culling/layer masks would mean nothing would be drawn.

  • URP: Mata passes for GI no longer requires _EMISSION but checks purely from gi material flags.

  • URP: Reordered the Screen Space Ambient Occlusion pass when After Opaque is enabled. In previous versions, it used to run in the BeforeRenderingTransparents point in the frame. Now it runs in the AfterRenderingOpaques point in the frame.

  • VFX Graph: Moved the "Restart VFX" shortcut from Shift+Space to Slash. (UUM-150458)

  • VFX Graph: Provided clear messaging that custom light probes are not fully supported in VFX Graph yet. (UUM-150046)

  • Web: Further reduce the code size of Web builds using the "Disk Size" Code Optimization settings.
    Testing across multiple projects and devices showed that compared to the default "Shorter Build Time" setting, "Disk Size" reduced code size by an average of 8.75%, with this change the reduction is now an average of 21.35%. As always these settings are a trade-off between size and runtime performance, the same testing showed that the average frame time performance regression grows from 2.13% to 4.56% with the performance regression being reduced when LTO is enabled.

  • Web: Move progressive asset loading data files to Build directory of player build output.

  • Web: Updated deprecation message for WebAssembly 2023.

  • Windows: DirectStorage is now enabled by default in new projects for the Windows Standalone player.

  • Windows: Windows builds now link the Visual C++ runtime dynamically instead of statically, and Unity copies the required Visual C++ runtime DLLs (such as vcruntime140.dll and msvcp140.dll) into the build output next to the executable. A new "Copy Visual C++ runtime libraries" option under Publishing Settings (on by default) lets you skip copying them if you install the redistributable another way, for example via your own installer or a distribution platform such as Steam.

  • XR: Updated XR Core Utilities package to version 6.0.0 in order to match Unity version.

  • XR: Updated XR Legacy Input Helpers package to version 6.0.0 in order to match Unity version.

  • XR: XR Management package version updated to 6.0.0.

Fixes

  • 2D: Fixed a case where in In 3D Editor mode, textures did not generate Sprite subassets when imported as SpriteSprite Generation. (UUM-142920)

  • 2D: Fixed an issue where changing the SpriteAtlas option in EditorSettings results in render artifacts. (UUM-139228)

  • 2D: Fixed an issue where Tilemap.tilemapPositionsChanged and tilemapTileChanged callbacks didn't invoke when SetTiles changed only the transform or color of a tile. (UUM-146094)

  • 2D: Fixed an issue where TilemapRenderer inherited normal maps from other Tiles when a Tile did not have a normal map. (UUM-145359)

  • 2D: Fixed case of Tile Palette Brush Picks overlay turning itself off in the Scene View when the user clears the search field in the overlay (for example by pressing Backspace). (UUM-147704)

  • 2D: Fixed case where Sprite is not rendered in a SRP Batcher when Sprite Mask is removed after it was previously set. (UUM-139963)

  • 2D: Fixed duplicate Sprite Editor window settings appearing in project settings. (UUM-146490)

  • 2D: Fixed error message when entering fast playmode with Sprite Editor Window changes. (UUM-146790)

  • 2D: Fixed exception when creating new Tile asset when doing a drag and drop on a Tile Palette that is open for edit. (UUM-143122)

  • 2D: Fixed issue where Texture is not updated in TilemapRenderer when edits are made in the SpriteEditor. (UUM-148868)

  • 2D: Fixed Light2D memory leak when unloading scenes - the runtime-created light mesh is now properly destroyed when the component is destroyed. (UUM-143650)

  • 2D: Fixed metal shader errors for RenderingLayerMask pass. (D2D-8107)

  • 2D: Fixed NaN bounds warning for Graphics.RenderSprite. (UUM-147102)

  • 2D: Fixed normals maps for flipped Tiles when using TilemapRenderer in Chunk mode. (UUM-143429)

  • 2D: Fixed Tilemap not updating in the Scene view when the Sprite property of an assigned Tile asset is changed in the Inspector. (UUM-144070)

  • 2D: Fixed Tilemap not updating in the Scene view when the Sprite property of an assigned Tile asset is changed in the Inspector. (UUM-144070)

  • 2D: Fixed TilemapRenderer flicker when editing Grid Selection scale/rotation. (UUM-146002)

  • 2D: Fixed TilemapRenderer rendering regressions for Individual mode and Hexagonal/Isometric Chunk mode. (UUM-148757)

  • 2D: Move filter field outside of scroll area in Tile Palette Active Targets dropdown. (UUM-143328)

  • 2D: Outline Detail in Multiple mode is not set when using Delaunay Subdivision. (UUM-147331)

  • 2D: Resize Tile Palette Active Targets dropdown when filter is active. (UUM-143328)

  • 2D: Sprite Frame edit capability is now saved and will only be loaded for importers that has the capability. (UUM-146463)

  • Accessibility: Fixed accessibility node queries logging a main-thread error to the console on Android when a screen reader is enabled.

  • Accessibility: Fixed double state announcement for AccessibilityRole.Toggle nodes on Android. (UUM-146950)

  • Accessibility: Fixed the Accessibility Hierarchy Viewer displaying the previous Play session's accessibility hierarchy after exiting Play mode. (UUM-147419)

  • Accessibility: Fixed the main application window also being provided for secondary windows for UI Automation clients.

  • Accessibility: Fixed the screen reader being slow to navigate away from AccessibilityRole.Dropdown nodes on Android. (UUM-146949)

  • Accessibility: Fixed the Windows player crashing at shutdown once a UI Automation client (e.g. a screen reader) has interacted with the application. (UUM-146676)

  • Accessibility: Fixed AssistiveSupport.screenReaderStatusChanged not being supported by Narrator (the Windows built-in screen reader). (UUM-147175)

  • Adaptive Performance: Fixed Visual Scripting nodes (bottleneck, thermal, performance level, boost, performance mode, and scaler events) no longer firing in the player after Adaptive Performance moved into the engine module. The events are now forwarded to the Visual Scripting EventBus from the adaptive performance samples package assembly, where the VISUAL_SCRIPTING_ENABLED define is active. (UUM-135587)

  • Adaptive Performance: Gate Adaptive Performance settings during package operations. (UUM-140197)

  • AI: As a result of an unsupported configuration, a NavMeshAgent would try to separate from its own NavMeshObstacle component by jumping in arbitrary directions. Now the agent moves in one stable direction. (UUM-141803)

  • AI: Fixed editor crash when baking a nav mesh that includes objects that result in an extremely large bounds. (UUM-134462)

  • AI: NavMeshAgents created or teleported inside box NavMeshObstacles could not move out of the obstacles. (UUM-146477)

  • AI: Updated nav agent to ignore and warning about a path being set from a navigation surface not matching the agent's Id. (UUM-108989)

  • Android: Added Scripting documentation for PlayerSettings.Android.compileSdkVersion.

  • Android: Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks. (UUM-146922)

  • Android: Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks. (UUM-147085)

  • Android: Fixed a crash in LoadFontFamilyNamesFromFontFile on Android 10 devices when querying OS font fallbacks. (UUM-147144)

  • Android: Fixed a crash when calling AnimatorController.CreateNewStateMachineBehaviour with a null MonoScript. It now throws an ArgumentNullException instead. (UUM-150813)

  • Android: Fixed a warning incorrectly appearing in Preferences > External Tools when using a custom Android SDK Tools path.

  • Android: Fixed alignment issues in Android External Tools settings panel. (UUM-148378)

  • Android: Fixed an approximately 7 MB native memory leak per Application.Unload cycle when using GameActivity.

  • Android: Fixed an issue that caused lag in the Unity preferences text fields when Android support is installed. (UUM-147435)

  • Android: Fixed Android version labels to match Google's naming. (UUM-150412)

  • Android: Fixed case of system bars appearance resetting to Light automatically on Android 11 when System Bars Behavior is set to Dark.

  • Android: Fixed case of system bars not hiding automatically on Android 11 when System Bars Behavior is set to "Show Transient Bars By Swipe". (UUM-149900)

  • Android: Fixed problem with WebCamTexture not restoring on Android when "Run Without Focus" is set. (UUM-149681)

  • Android: Fixed split APKs by target architecture all receiving the same version code. (UUM-144372)

  • Android: Improved the "Missing Required API Level" dialog. (UUM-150206)

  • Android: Negative values for Screen.brightness now restore the device's preferred screen brightness. (UUM-145925)

  • Android: Re-enabled Java heap leak check in AndroidPlayerUnloading integration tests.

  • Android: Reduced verbosity for Play Core AssetPackManager probe log message. (UUM-143152)

  • Android: Relaxed AGP 9's stricter R8 keep rule enforcement. (UUM-147136)

  • Android: Stop requiring targetSdk's platform SDK to be installed in CheckAndroidSDK.cs.

  • Android: SystemInfo.processorModel and SystemInfo.processorManufacturer now return unknown on Android API levels below 32 instead of a warning string, matching the behaviour on other platforms. (UUM-150389)

  • Animation: Added a default HelpURL link for the temporary InvalidStateMachineBehaviour script. (UUM-143986)

  • Animation: Added ability to modify multiple tangents at once in a keyframe selection of the Curve Editor.

  • Animation: Added ellipsis to blend parameter name in blend tree node. (UUM-131825)

  • Animation: Adjusted test to prevent unstable behaviour. (UUM-147321)

  • Animation: Animator.ResetControllerState(true) didn't reset non-float parameters. (UUM-146636)

  • Animation: Fixed a crash in HumanTrait.GetParentBone and HumanTrait.RequiredBone when passing an out-of-range bone index. These methods now throw ArgumentOutOfRangeException instead. (UUM-150938)

  • Animation: Fixed a crash when calling AnimationPlayableOutput.SetSortingOrder on an invalid/default AnimationPlayableOutput. It now throws a NullReferenceException instead. (UUM-150941)

  • Animation: Fixed a crash where providing a default/invalid AnimationPlayableOutput to AnimationPlayableOutputExtensions.SetAnimationStreamSource, would cause a crash. (UUM-150939)

  • Animation: Fixed an issue where AnimationEvent-related tooltips in the Animation Window were not rendered correctly while in Bitmap text rendering mode. (UUM-141839)

  • Animation: Fixed an issue where Animator transition copy paste would not paste interruption parameters. (UUM-143599)

  • Animation: Fixed an issue where Animator window's Layers dropdown (in compact mode) would be extremely wide when layers have very long names. (UUM-131557)

  • Animation: Fixed flickering of area filter in the search bar. (UUM-144937)

  • Animation: Fixed function name changing on Animation Event inspector on multi selection when editing another field. (UUM-144456)

  • Animation: Fixed GUIStyle warnings when clicking on \"Add Properties\" in Animation Window. (UUM-148497)

  • Animation: Fixed hover feedback on curve label and curve dropdown in the Animation Window. (UUM-136071)

  • Animation: Fixed MecanimDataWasBuilt assertion when building blend tree with a legacy AnimationClip. (UUM-142427)

  • Animation: Fixed Null Reference Exception when selection Object drop destination from multiple choices in the dopesheet editor. (UUM-148386)

  • Animation: Fixed play button enabled state not updating when another Animation Window changes preview. (UUM-145360)

  • Animation: Fixed possible hash collision in AvatarAutoMapper. (UUM-146209)

  • Animation: Fixed search field overflowing vertically when EnableQueryBuilder is disabled. (UUM-148577)

  • Animation: Reworked Animation Playable Output bind and unbind validation to prevent potential crashes. (UUM-146750)

  • Animation: Updated the colors of the Animation window slider for light mode. (UUM-148485)

  • Asset Bundles: Fixed a player hang or crash with heap corruption on application quit when Engine Diagnostics ("Build Diagnostics Data") is enabled and an AssetBundle has been loaded.

  • Asset Import: Fixed issue with cache mechanism of compressed textures of the Accelerator not tracking texture dependency on BC7 compressor when fetching from cache. Textures were not being reimported. Improved hash calculation. (UUM-146105)

  • Asset Pipeline: Expect Worker# in native importers when importer runs OOP.

  • Asset Pipeline: Fix to set StandbyImportWorkerCount and DesiredImportWorkerCount to minimum 1. Affects command line argument, setting via script, setting via ProjectSettings. (UUM-150028)

  • Asset Pipeline: Fix to skip MaterialValidation test with oop importing, as the Material isn't unloaded in the main process in that case.

  • Asset Pipeline: Fixed an allocation crash that could occur under heavy import loads. (UUM-146671)

  • Asset Pipeline: Fixed an Editor crash in WriteObjectToVector / CreateOrReloadInspectorCopy that could occur when entering Play Mode. (UUM-112617)

  • Asset Pipeline: Fixed an import issue when creating a plugin folder (.androidlib, .bundle, .plugin, .framework,
    .xcframework) and adding new files in it. (UUM-139172)

  • Asset Pipeline: Fixed an issue where downloading from Accelerator could fail to close open file handles when finished. (UUM-151405)

  • Asset Pipeline: Fixed an issue where macOS editors could hang when the Asset Database rescanned an absolute path. (UUM-147982)

  • Asset Pipeline: Fixed an issue where memory misalignment could cause in-memory atomics to fail. (UUM-147041)

  • Asset Pipeline: Fixed an issue where performance could degrade and eventually fail when the Accelerator was under heavy load. (UUM-146082)

  • Asset Pipeline: Fixed an issue where small artifact data types could be incorrectly garbage collected, leading to leaks and even corruption. (UUM-146807)

  • Asset Pipeline: Fixed asset previews staying white after a referenced texture is deleted and restored with the same GUID. (UUM-138622)

  • Asset Pipeline: Fixed hang at startup when directory monitoring doesn't receive expected notification about changed file(s). (UUM-149019)

  • Asset Pipeline: Fixed ShaderImporter indeterminism issues and bump importer versions.

  • Asset Pipeline: Fixed the AssetDatabase re-importing assets endlessly when an asset depended on a default asset produced after an import crash. (UUM-146505)

  • Asset Pipeline: Include ShaderImporter, RayTracingShaderImporter and ComputeShaderImporter to run out of process when ProjectSettings->Parallel Importing is enabled.

  • Asset Pipeline: Optimised a number of hot paths for asset importing and content building.

  • Asset Pipeline: Recompute serialized singleton overlays for versioned assets if no files changed on disk.

  • Audio: Bug was already fixed. Added a test. (UUM-147800)

  • Audio: Fixed a rare crash in Sound.getOpenState caused by a data race during asynchronous sound loading. (UUM-145498)

  • Audio: Fixed an assertion (m_ModifiedClips.empty()) that was logged on exiting Play Mode after playing an AudioSource whose clip had loaded while Unity Audio was toggled off and back on during Play Mode. (UUM-148749)

  • Audio: Fixed assertion about access version needing be odd when acquiring locks in an audio subsystem, happening after the editor was left running for many days. (UUM-146734)

  • Audio: Fixed AudioSettings.driverCapabilities returning undefined value when using the Enhanced Audio Foundation. (UUM-148718)

  • Audio: Fixed case of audiomixer fader clicking in playmode. (UUM-150250)

  • Audio: Fixed crash when pausing AudioRandomContainer containing streaming clips on some platforms. (UUM-148440)

  • Audio: Fixed invalid LoadState in some audio clips after Audio Settings reset. (UUM-147700)

  • Audio: Fixed microphone recording continuing when the application loses focus with Run In Background disabled. Recording is now muted while the application is paused. (UUM-143384)

  • Audio: Fixed RootOutputInstance.IRealtime not properly running through Burst if requested, even though Burst would compile and show the associated code in the Inspector. (UUM-145622)

  • Audio: Prevents FMOD validation warnings when typing values in the System Sample Rate field, waits until full value is typed before validating. (UUM-136464)

  • Audio: Unexpected 'Audio: The Editor no longer logs an error when the audio output device fails to re-initialize while resuming after a period of silence. The output now stays suspended, a warning is logged, and the resume is retried the next time audio is used. Also fixed a potential crash on Editor shutdown when the output device could not be resumed. (UUM-115959)

  • Bug Reporter: Fixed crash when pack location is read-only.

  • Build Pipeline: Added support to reserve capacity of PersistentManager.Remapper in Memory Settings (Main Allocators > Other Allocators > Remapper Initial Capacity). (UUM-136275)

  • Build Pipeline: Building will now fail if scene callbacks throw an exception or crash, regardless of strict mode. (UUM-143730)

  • Build Pipeline: Command line Player builds no longer spend extra time on a build analytics step that could not complete. The step ran before the build data it reads was written, so it failed on every Player build and collected nothing. (UUM-147655)

  • Build Pipeline: Content Directory builds are properly stripping LODs and Editor-Only Objects from a scene before calling the scene build callbacks and batching the static meshes. (UUM-145061)

  • Build Pipeline: ContentLayout.json (produced by content directory builds) now includes an OutputLFID field on each LoadableObjectIds entry. Previously only the source object's identifier was recorded, so tools could not correlate a loadable with its exact object in the build output without also reading BuildManifest.json. The ContentLayout.json schema version is now 2. (UUM-145565)

  • Build Pipeline: Fixed an issue where VideoClips referenced by Content Directory builds failed to load at runtime on macOS. (UUM-147430)

  • Build Pipeline: Moved "Enable MSBuild Compilation" project setting into editor's pane.

  • Build System: Fixed an issue with DotNetFrameworkDependentApp on CSharpTools by not using it because it wasn't needed.

  • Build System: Fixed case of the IL2CPP Analytics tool exiting with a JsonException after a successful build when the system clock moved backwards during the build. (UUM-150019)

  • Burst: Burst compilation was skipped for jobs discovered via [JobProducerType] (such as IJobChunk) in Player builds using the High Managed Stripping Level, causing them to silently fall back to managed code. (). (UUM-147717)

  • Burst: Ensure the bundle is resigned correctly when running under X64 process root. (UUM-149014)

  • Burst: Fixed a rare compilation crash caused by a data race in portable-PDB debug info handling during parallel compilation.

  • Burst: Fixed an issue where enabling or disabling UI Toolkit Live Reload on the Burst Inspector window logged a window serialization error. (UUM-148278)

  • Burst: Fixed that some of Burst's Windows assemblies were not Authenticode-signed. All Burst-authored binaries are now signed.

  • Burst: Fixed the Burst Inspector disassembly search bar requiring a second Ctrl/CMD + F press to reopen after being closed. (UUM-144286)

  • Cache Server: Fixed command-line arguments for the cache server not being sent properly to the asset import worker.

  • Cinemachine: Added a prompt asking the user whether to save their scene before upgrading a project to Cinemachine 3. (UUM-148112)

  • Cinemachine: Changed static reset in CinemachineCore to happen during SubsystemRegistration. (UUM-148700)

  • Cinemachine: Fixed C# scripts referencing moved Cinemachine APIs not being automatically upgraded from the Cinemachine namespace to Unity.Cinemachine when upgrading a project. (UUM-147045)

  • Cinemachine: Fixed disappearing foldout properties in Cinemachine Orbital Follow inspector. (UUM-143630)

  • Cinemachine: Fixed invalid obsolete InvalidPathCache call in CinemachineConfiner. (UUM-147086)

  • Cinemachine: Fixed SerializeReference serialization warnings when adding a modifier to CinemachineFreeLookModifier. (UUM-147115)

  • Code Editor: Fixed the "Reset argument" button in Preferences > External Tools so it updates the "External Script Editor Args" field immediately instead of only after a focus change. (UUM-150210)

  • Core: Fixed crash when calling GameObjectUtility.GetStaticEditorFlags, SetStaticEditorFlags, AreStaticEditorFlagsSet, GetNavMeshArea, SetNavMeshArea, GetNavMeshLayer, or SetNavMeshLayer with a null GameObject argument. These now throw ArgumentNullException instead. (UUM-151059)

  • Core: Fixed Transform serialized values not being properly initialized when cloning GameObjects. (UUM-131305)

  • Core: Revert problematic string operation optimizations. (UUM-146910)

  • DX12: Avoid creating D3D12 device twice. (UUM-147044)

  • DX12: Enabled URP_Lighting test suite.

  • DX12: Fixed an editor CPU performance regression in passes using DrawNullGeometry (fullscreen blits, post-processing, VFX quads) caused by running shader reflection on every draw call. (UUM-144068)

  • DX12: Fixed an issue where VRAM used by small textures wasn't released back to the GPU driver after the textures were destroyed when using the Direct3D12 graphics API on Windows.
    You can now tune the small-texture heap size with the d3d12-small-texture-tiles-per-heap boot config parameter to balance VRAM reclamation against heap-allocation overhead. (UUM-142284)

  • DX12: Fixed random crash in RenderSurfaceD3D12::Reset. (UUM-142634)

  • DX12: Hardware Dynamic Resolution on D3D12 no longer produces a bright-pixel corruption artifact on AMD GPUs caused by uninitialised placed-resource compression metadata after a resolution-scale switch. (UUM-108671)

  • DX12: HDRP Sample projects no longer spam D3D12 validation error (category 9, id 1422) on startup. (UUM-133610)

  • DX12: Placed-resource aliasing on D3D12 no longer emits repeated D3D12 validation errors (category 9, id 1422) during Hardware DRS operation. (UUM-143015)

  • DX12: Start tracking d3d12 resources using D3D12Object class on remaining D3D12 platforms similarly to how desktop does this. (UUM-147469)

  • Editor: Added a Help button to the Build Analysis window. (UUM-147961)

  • Editor: Added a reconnect handler for fast Play mode and RenderGraph viewer. (UUM-147574)

  • Editor: Added a static function CleanupRenderPipelineIfActive to prevent activeRenderPipelineDisposed from firing while disposing non-active render pipelines. (UUM-148022)

  • Editor: Added analyzer rules UAC1019 and UAC1020 (both Error severity) to detect [SerializeReference] fields in serialized dictionary keys and values, which cause silent data loss or dictionary corruption. The analyzer reports an error on the dictionary field declaration at compile time. (UUM-146298)

  • Editor: Added directional-light Core tests.

  • Editor: Added explicit padding in DrawCommandSettings to avoid garbage data when calculating hash value. (UUM-144036)

  • Editor: Added group aware localization APIs.

  • Editor: Added headless NativeJobs (no container) [manually triggered].

  • Editor: Added headless Runtime/RegressionRuntime jobs (no container) [manually triggered].

  • Editor: Added some valid search terms/keywords for Indexing settings in "Preferences" window. (UUM-146350)

  • Editor: Added vulkan-specific issue where certain UITK elements with overflow:hidden would not render. (UUM-142280)

  • Editor: An issue where installing the Multiplayer Play Mode package did not enable the feature until the Editor was restarted. (UUM-144481)

  • Editor: Applications no longer hang when calling SplashScreen.Stop(FadeOut) while the splash screen is disabled. (UUM-143481)

  • Editor: Asset Import Workers no longer crash and Player builds no longer fail when building after deleting and recreating an active Build Profile. (UUM-141610)

  • Editor: Awaitable.NextFrameAsync now resumes in edit mode, including when the Editor runs in batch mode, instead of waiting indefinitely for an unrelated scene update. (UUM-148723)

  • Editor: Build Analysis JSON remove duplicated messages. (UUM-145857)

  • Editor: Build Analysis UI is slow when large build selected. (UUM-143142)

  • Editor: Build Profile Add Settings button now properly checks all providers when toggling enabled / disabled state. (UUM-144522)

  • Editor: Changed to float enums in sub graphs should update subgraph nodes properly now. (UUM-143534)

  • Editor: Changing the size of an array through the inspector will now validate the requested array size against the max allowed object size which is 4GB. Element count and element size plus the remaining object data it taken into account. (UUM-134407)

  • Editor: Codesigned several previously unsigned executables shipped with the Windows editor that could sometimes be blocked by antivirus software. (UUM-147382)

  • Editor: Color space sync deferred until after initial asset DB refresh to avoid crash on startup. (UUM-141297)

  • Editor: Declaring an input component in a namespace that has the same name of its containing assembly, or declaring it when there's another namespace with a duplicated name no longer causes a compilation error. (MTT-13332).

  • Editor: Deleting the script of a node or state created with the GraphToolkit public API now correctly shows its placeholder and the error associated with it.

  • Editor: Disabled advanced font features for UITK editor text. (UUM-147689)

  • Editor: Disabled Open Frame Debugger from the UITK profiler Toolbar when running a standalone profiler. (UUM-144370)

  • Editor: Disabled Remove buttons in Build Profile settings during Play mode. (UUM-143194)

  • Editor: Don't optimize the projection matrix when Vulkan pre-transform may rotate it. (UUM-150650)

  • Editor: Driven RectTransform properties are read-only on a Prefab asset in the project window, matching in a Prefab instance. (UUM-135352)

  • Editor: Ensure SpriteRenderer material are indexed. (UUM-144279)

  • Editor: Ensure the SearchDetailView actually refresh its uitk controls only when needed. (UUM-137445)

  • Editor: FilterFunctionDefinition asset's Inspector shows raw serialized fields instead of a proper UI Toolkit inspector. (UUM-148830)

  • Editor: Fix to sort TreeView on query completion. (UUM-146365)

  • Editor: Fixed a bug where a GameObject's cut styling persisted in the Hierarchy after entering Play Mode while paste command was no longer available. (UUM-134218)

  • Editor: Fixed a bug where clicking "Revert" in the prompt that appears when a build profile loses focus after adding a scripting define value in the scripting defines settings list does NOT result in removing the newly added value. (UUM-147113)

  • Editor: Fixed a bug where the Linux Editor wasn't anchoring the Help and Window menus to the end of the main menu bar. (UUM-113169)

  • Editor: Fixed a bug where Visual Element nodes with no name were not able to be renamed via double-click in the hierarchy. (UUM-143826)

  • Editor: Fixed a crash (ProfilerMutexLock / assertion gPersistentManager != NULL) that occurred when a managed DomainUnload handler performed a UnityEngine.Object null-check during editor shutdown. (UUM-144371)

  • Editor: Fixed a crash in ATG when using fallbacks whose Source Font File is missing. (UUM-148158)

  • Editor: Fixed a crash that occurred when using multiline ellipsis with ATG. (UUM-147865)

  • Editor: Fixed a crash that would occur when switching a FontAsset from static to Dynamic in ATG. (UUM-144549)

  • Editor: Fixed a crash that would sometimes happening when opening the gizmo menu in the scene view. (UUM-144488)

  • Editor: Fixed a crash when a scene file contains a Prefab instance with malformed added components list. (UUM-145507)

  • Editor: Fixed a crash when importing a Model with an empty or short bodyMask in clips data. (UUM-144179)

  • Editor: Fixed a Hierarchy GameObject losing expanded state when another window is maximized and restored. (UUM-146763)

  • Editor: Fixed a Linux-only Editor crash caused by reentrancy while rebuilding menu items during a domain reload. (UUM-149839)

  • Editor: Fixed a memory leak caused by an undisposed CancellationTokenSource object in AsyncInstantiateOperation. (UUM-147016)

  • Editor: Fixed a NullReferenceException in SamplePostprocessor.OnPostprocessAllAssets that could sometimes occur when creating a Timeline asset. (UUM-149739)

  • Editor: Fixed a tooltip in the Render Pipeline Converter that showed the word "package" twice for the disabled Post-Processing Stack v2 converter item when the Post Processing package is not installed. (UUM-151386)

  • Editor: Fixed a typo in the services-gateway fallback URL that could cause sign-in and Cloud services to fail on Editors launched via Hub when the remote config CDN was unreachable. (UUM-149207)

  • Editor: Fixed Adaptive Performance Settings removal with Android Provider causing errors. (UUM-143194)

  • Editor: Fixed an ANR that occurred when a GameActivity based application was destroyed while paused. (UUM-147270)

  • Editor: Fixed an attempt to delete a non-existent asset during a copy operation. (UUM-144993)

  • Editor: Fixed an Editor crash that occured when inspecting a TextMeshPro font asset. (UUM-145753)

  • Editor: Fixed an editor crash when a curve with more than 8 keys was set in a Particle System. (UUM-144792)

  • Editor: Fixed an intermittent issue with console window appearing unexpectedly during WinEditor launch. (UUM-150370)

  • Editor: Fixed an issue where accessing the rootVisualElement of an Overlay's container could cause recursive calls and crash the Editor. (UUM-149209)

  • Editor: Fixed an issue where BC7E could rarely produce inconsistent texture compression results between different platforms / architectures. (UUM-135825)

  • Editor: Fixed an issue where build failures during a pre-build callback weren't getting reported. (UUM-147054)

  • Editor: Fixed an issue where build usage read and write errors navigated to the obsolete Project Auditor UI. (UUM-146279)

  • Editor: Fixed an issue where building a player could fail with "Error building player because script class layout is incompatible between the editor and the player" for fields typed with BCL types (for example pointers or HashSet fields in built-in packages), depending on the active build target and API compatibility level. (UUM-146005)

  • Editor: Fixed an issue where changing the type of a connected Expression node in Shader Graph threw an ArgumentException. (UUM-143151)

  • Editor: Fixed an issue where clicking the Gradient settings button was ignored while editing a gradient preset's name. (UUM-148458)

  • Editor: Fixed an issue where commands weren't working in the Search Tree View. (UUM-149338)

  • Editor: Fixed an issue where compressing textures to the ASTC format could be indeterministic on the same machine. (UUM-144035)

  • Editor: Fixed an issue where Control+Shift+Click in the Hierarchy window only selected a single item. (UUM-141451)

  • Editor: Fixed an issue where disabling the mimalloc memory allocator for the Windows standalone player did not work. (UUM-147576)

  • Editor: Fixed an issue where editing a removed binding produced errors. The binding window now closes if it's editing a binding that is removed. (UUM-147201)

  • Editor: Fixed an issue where EditorSceneManager.SaveOpenScenes return true despite open scenes are not saved due to being blocked in ShouldSaveScenesAndAssets. (UUM-142487)

  • Editor: Fixed an issue where entering Play Mode, using Search, or opening the Inspector logged a false "Cross scene references are not supported" warning for objects that weren't being saved. (UUM-146260)

  • Editor: Fixed an issue where ListView controls, such as the Hierarchy window, did not scroll with the mouse wheel during a drag-and-drop operation in the Windows Editor. (UUM-132932)

  • Editor: Fixed an issue where MainToolbar.Refresh could cause an infinite recursion in the code. (STO-3778)

  • Editor: Fixed an issue where scripts were not being created after pressing Enter in the INspector's Add Component New Script view. (UUM-149682)

  • Editor: Fixed an issue where selecting multiple ranges of items in the Hierarchy window wasn't possible. (UUM-142974)

  • Editor: Fixed an issue where Shift+clicking a prefab child in the Scene view selected the child object instead of the prefab instance root. (UUM-148884)

  • Editor: Fixed an issue where the 2D Tile Pallet window closed immediately after opening on the Linux Editor. (UUM-146416)

  • Editor: Fixed an issue where the Hierarchy selection highlight would disappear and global selection would not update when right-clicking on an empty space in the Hierarchy window. (UUM-145820)

  • Editor: Fixed an issue where the Hierarchy window logged warnings to the Console window when entering Play mode while the window was open but not visible. (UUM-146302)

  • Editor: Fixed an issue where the Inspector window jittered up and down when hovering over a GameObject with a new Material in the Scene view. (UUM-147340)

  • Editor: Fixed an issue where the Sprite asset Inspector window was misaligned. (UUM-145514)

  • Editor: Fixed an issue where toggling a column control on an unselected Hierarchy row also applied the change to all selected GameObjects. (UUM-137299)

  • Editor: Fixed an issue with serialization of Dictionaries<,> with single byte in both key and value.

  • Editor: Fixed an LinuxEditor error that occurred while dragging files into the Editor when running on Wayland. (UUM-111593)

  • Editor: Fixed an ArgumentOutOfRangeException that would occur in the TextField IME preview. (UUM-136872)

  • Editor: Fixed Audio Source playback so that a source using an Audio Random Container now remains audible when a Rigidbody is attached to the same GameObject or a parent GameObject. (UUM-147844)

  • Editor: Fixed blue focus highlight sometimes doesn't disappear when unfocusing the messages in the Build Analysis. (UUM-143897)

  • Editor: Fixed bug in scripting defines where reverting an un-applied change when a build profile loses focus should not cause a domain reload. (UUM-149532)

  • Editor: Fixed built-in Lighting Search query names to be title-cased, so authored names like "1. < 10 lumen (Low)" now display as written. (GFXLIGHT-2389)

  • Editor: Fixed case of Build Analysis tabs staying empty after clearing search. (UUM-144458)

  • Editor: Fixed case of inspector not updating when navigating the Hierarchy V2 with Left Arrow key. (UUM-146977)

  • Editor: Fixed case of mesh particles rendering with incorrect UVs (and other vertex channels) when the source mesh used a non-float vertex format such as 8-bit UNorm. (UUM-141864)

  • Editor: Fixed case of PolySpatial network connections failing to shut down cleanly, which could spin a reader thread at 100% CPU until teardown.

  • Editor: Fixed case of Prefab Variant titles being cut off instead of truncated with an ellipsis and the asset icon disappearing, in the Variant Family window when the Prefab Variant name is long. (UUM-134747)

  • Editor: Fixed case of Project Auditor URP rules (URP0002, URP0003, URP0101, URP0102, URP0103, URP0201, URP0401) incorrectly reporting Error severity for non-compile-error issues; they now report Major severity. (UUM-149397)

  • Editor: Fixed case of Project Auditor's Audit() API returning a successful, empty report instead of throwing an error when the Project Auditor Rules package is not installed. (UUM-151218)

  • Editor: Fixed case of SelectAll/DeselectAll button in platform discovery window not working when package count exceeds scroll view.

  • Editor: Fixed case of the Hierarchy window Tag column not updating when a newly created Tag is assigned to multiple selected GameObjects from the Inspector. (UUM-134208)

  • Editor: Fixed case of the text cursor being displayed at the beginning of the text when typing with an IME in text fields using the Advanced Text Generator. (UUM-149800)

  • Editor: Fixed case of EditorSettings.asset showing an outdated gear icon in the Project Settings window and Import Package dialog.

  • Editor: Fixed closing the Editor with unsaved changes in a UI Toolkit stage (VisualElementEditingStage) showed the "UI Stage - Unsaved Changes Detected" popup after the Save Scene dialog, and clicking Cancel did not stop the Editor from closing, so the unsaved changes were lost. (UUM-147023)

  • Editor: Fixed console assertion errors when the Animation window records while a USS rule is selected in the Inspector. (UUM-146258)

  • Editor: Fixed crash caused by tabwidth in ATG. (UUM-147528)

  • Editor: Fixed crash in Material Upgrader by saving assets and freeing memory when reaching 2GB of loaded textures from Materials. (UUM-146064)

  • Editor: Fixed crash on disconnection from accelerator during build. (UUM-148391)

  • Editor: Fixed cursor position when renaming a build profile with an invalid character at the end of the name. (UUM-146677)

  • Editor: Fixed Derived Platform SDK does not support Preconfigured Settings Variants. (UUM-142195)

  • Editor: Fixed EditorWindows being opened by AssetImporter process and getting orphaned in the Taskbar. (UUM-145778)

  • Editor: Fixed errors being thrown and parts of the Build Profiles window failing to render when building an iOS Build Profile with additional player settings multiple times. (UUM-146455)

  • Editor: Fixed floating Video Clip Inspector preview error and cosmetic warning. (UUM-147192)

  • Editor: Fixed for crash at shutdown due to selection history falsely retaining entities that have been destroyed by parents. (UUM-145779)

  • Editor: Fixed HDRP contact shadows quantizing to 2x2 pixel blocks at full resolution. (UUM-150212)

  • Editor: Fixed highlight appear off-centered on inspector dropdown control. (UUM-149379)

  • Editor: Fixed imgui delayed field not being committed some times on focus out. (UUM-142802)

  • Editor: Fixed instability in test by forcing texture import each test run. (UUM-122895)

  • Editor: Fixed issue where a local package failing to resolve can crash the Editor on MS Windows. (UUM-146678)

  • Editor: Fixed issue where hierarchy node renaming would not start or start too early. (UUM-150001)

  • Editor: Fixed issue where Materials weren't referencing the correct texture from AssetBundle variants. (UUM-129829)

  • Editor: Fixed issue where InSceneAssetUtility.CreateAssetFromInSceneAsset would crash the Editor if the referencing asset path was null. (UUM-151176)

  • Editor: Fixed label dragging for logarithmic integer sliders.
    Dragging a slider label now correctly updates the value for power-of-two settings, such as Irradiance Quality and sample-count sliders. (UUM-144466)

  • Editor: Fixed menu items added from script disappearing when the editor menus are rebuilt. (UUM-149764)

  • Editor: Fixed missing space between style sheet and owning document name when viewing inherited style sheets in context mode. (UUM-147743)

  • Editor: Fixed mouse lag when performing a drag-and-drop operation during a Domain Reload. (UUM-148331)

  • Editor: Fixed MSAA textures not rendering in the editor when OpenGLES is the active graphics API. (UUM-143867)

  • Editor: Fixed Multiplayer Play Mode enterPlayModeFromMppm analytics event not being sent when entering Play Mode with Reload Domain enabled. (UUM-144601)

  • Editor: Fixed multiple issues in the experimental msbuild based compilation pipeline, that were blocking Burst and some other packages from compiling.

  • Editor: Fixed ObjectDisposedException "SerializedProperty ...dict has disappeared!" error when deleting a selection of rows in a list of dictionaries. (UUM-148592)

  • Editor: Fixed Organization and Cloud project dropdowns in Project Settings > Services opening detached from their fields, in the middle of the screen. (UUM-146182)

  • Editor: Fixed overlay overflow arrows appearing when they shouldn't be. (UUM-133108)

  • Editor: Fixed performance regression in IMGUI event creation. (UUM-146652)

  • Editor: Fixed potential crash when using Surface Cache GI in the Editor. (UUM-147981)

  • Editor: Fixed reported regression on PreparePlayableAsset caused by removing previously added WarmupCount. (UUM-144041)

  • Editor: Fixed reverting all presets not reverting the Main Toolbar to Unity Default. (UUM-142163)

  • Editor: Fixed Select All in the hierarchy not being reflected in the inspector. (UUM-146225)

  • Editor: Fixed some asset types not retaining labels or AssetBundle group when duplicated. (UUM-129082)

  • Editor: Fixed Surface Cache GI output in Gamma Color space, and increasing resolution used for environment contribution.

  • Editor: Fixed system memory amount discovery on Linux editor when run in a container environment. (UUM-145729)

  • Editor: Fixed Tags and Sorting Layers lists (and their add/remove buttons) in Project Settings > Tags and Layers right margin. (UUM-150777). (UUM-150777)

  • Editor: Fixed text corruption with TextFields. (UUM-148215)

  • Editor: Fixed text overflowing inconsistently. (UUM-145644)

  • Editor: Fixed the "Remove Component" menu missing from components with a missing script in the Inspector. (UUM-146874)

  • Editor: Fixed the Analytics Debugger reporting events around a minute late and in batches, and not reporting events that were recorded but never sent. The debugger is now built into the Editor and no longer requires the com.unity.editor-analytics-debugger package. (UUM-148581)

  • Editor: Fixed the banner text being truncated in the WebGL build profile window at certain window sizes. (UUM-144238)

  • Editor: Fixed the Build Analysis window missing its tab header icon. (UUM-143888)

  • Editor: Fixed the Hierarchy expand/collapse toggles not working after the first click. (UUM-146806)

  • Editor: Fixed the Hierarchy renaming the wrong game object after creation. (UUM-143590)

  • Editor: Fixed the Lighting Settings Direct, Indirect, and Environment Samples fields accepting typed values above the slider's maximum. (UUM-147078)

  • Editor: Fixed the object picker not scrolling to the currently assigned object when opened. (UUM-143327)

  • Editor: Fixed the prefab Overrides comparison window so the embedded inspector no longer shows the Overrides, Select, and Open buttons, which previously allowed the comparison window to be reopened on top of itself. (UUM-111882)

  • Editor: Fixed the prefab Overrides dropdown and the Hierarchy Apply Added GameObject menu so they now disable the Apply option when the added GameObject is an instance of the prefab being applied to, instead of throwing an ArgumentException in the Console. (UUM-138147)

  • Editor: Fixed the Project window navigating back to the Assets root folder when using "Add Sorting Layer..." and the other Tags and Layers dropdown shortcuts. (UUM-144578)

  • Editor: Fixed the stylesheet leak from the UI Toolkit project settings page. (UUM-149777)

  • Editor: Fixed the Undo History window omitting the asset name when an imported asset's import settings are modified (the entry now reads "Modified <property> in <asset name>"). (UUM-137534)

  • Editor: Fixed Timeline so it uses explicit group names in localization calls.

  • Editor: Fixed toolbar menu listed "Localization/Language" even when localization was disabled.

  • Editor: Fixed Undo/Redo clearing default parent after using CreateEmptyParent menu item. (UUM-115213)

  • Editor: Fixed Undo/Redo for "GPU Instancing" and "Double Sided Global Illumination" fields for Materials in Inspector. (UUM-143569)

  • Editor: Fixed UXML elements being read-only in the editing stage.

  • Editor: Fixed various issues with Sprite Assets used in ATG. (UUM-145506)

  • Editor: Fixed VCCache infinite re-query loop for untracked folders in Perforce. (UUM-143313)

  • Editor: Fixed warning message with wrong range in 'resolutionPerPatch'. (UUM-144191)

  • Editor: Fixed Windows editor crashing upon importing or transcoding a video with Crop and Offset. (UUM-146426)

  • Editor: Fixed EndLayoutGroup: BeginLayoutGroup must be called first. when opening a Scene in Play Mode. (UUM-145914)

  • Editor: Fixed ~30ms stall during domain reload when entering play mode. (UUM-149130)

  • Editor: Global selection in project browser doesn't persist domain reload. (UUM-146689)

  • Editor: GraphToolkit: Fixed an issue where block nodes with only options could not be collapsed. (UUM-129257)

  • Editor: GTK : Deleting a missing node whose script was renamed or removed no longer throws an error, and graphs saved in that state can be opened again. (UUM-148376)

  • Editor: Hierarchy window no longer stays in rename mode after a keyboard shortcut (e.g. Duplicate) is used while renaming a GameObject. (UUM-150371)

  • Editor: Hierarchy: Fixed issue where the search filter was silently cleared (while the query block UI remained visible) after exiting Prefab Mode in Context. (UUM-142149)

  • Editor: Hierarchy: Load high resolution search icon to prevent scaling issue on non-orthodox resolutions. (UUM-147596)

  • Editor: Improved frame rate stability when using targetFrameRate in the Editor. (UUM-74919)

  • Editor: Improved keyboard navigation in the Build Analysis window. (UUM-143847)

  • Editor: In the Project Auditor window, Ctrl/Cmd+A no longer selects the "Home" tab without refreshing the view.

  • Editor: Internal hardening of the Hub-mode service configuration handling. No user-visible behavior change. (UUM-149208)

  • Editor: Isolation View overlay no longer remains visible in the Scene View after undoing an isolate action. (UUM-149238). (UUM-149238)

  • Editor: Menu item names now display '&'s as expected.

  • Editor: Multiplayer: Play Mode Input Behavior setting sync from main to clone. (UUM-147064)

  • Editor: Multiplayer: Removed redundant Button from Play Mode Scenario Validation Dialog. (UUM-150409)

  • Editor: Prevent the Object Selector from hanging when selection opens a native modal dialog. (UUM-139847)

  • Editor: Print invalid define message instead of throwing. (UUM-146349)

  • Editor: Project Auditor: Added a warning to users if URP shader stripping is disabled.

  • Editor: Project Auditor: added severity breakdown section to Upgrade UI.

  • Editor: Project Auditor: ensure all anim clips are scanned/analyzed.

  • Editor: Project Auditor: Fixed a category showing an empty issue list instead of the analysis-in-progress panel while its own analysis was still running. (UUM-147586)

  • Editor: Project Auditor: Fixed an issue where an invalid window layout message would display. (UUM-139591)

  • Editor: Project Auditor: Fixed an issue where the analysis progress bar could complete before the analysis finished. (UUM-144829)

  • Editor: Project Auditor: Fixed issue where Project Auditor is missing build usage mesh read/write issues for ParticleSystemRenderer. (UUM-146284)

  • Editor: Project Auditor: Fixed sections not refreshing with their results until the full analysis is completed, instead of updating as soon as that section's own analysis finished. (UUM-144826). (UUM-144826)

  • Editor: Project Auditor: improved UI display of Roslyn issues.

  • Editor: Refactored and fixed import sample dependencies problems. (UUM-143035)

  • Editor: Reinstate 2 Project Auditor analyzers that will not be migrated to the Rules package. (UUM-150288)

  • Editor: Removed RenderCommandTypeHelpers::IsRenderingCommandSupportedInsideRenderPass. (UUM-150531)

  • Editor: Removed the "Missing or broken path()" message displayed in the 'Open Recent Scene' dropdown on a newly created project. ([UUM-113848](https://jira.unity3d.com/browse/UUM-113848\)\). (UUM-113848)

  • Editor: Renamed "SymbolTable" to "Symbol Table" in Build Profiles window. (UUM-150724)

  • Editor: Render Pipeline Core: Fixed modified asset warning when performing cross platform builds. (UUM-146719)

  • Editor: Replace OpenJDK in-tree zips with Stevedore artifacts.

  • Editor: Runtime Rendering Debugger - Do not store the useDiagnostics in the CoreBuild data to strip the resources. (UUM-151146)

  • Editor: Scenario hang on with an Initial Scene from a read-only package. (UUM-147441)

  • Editor: ScreenCapture.CaptureScreenshotAsTexture() renders screen capture with borders. (UUM-130878)

  • Editor: Search : Fixed "Non-matching Profiler.EndSample" error is thrown for "SearchImporter.IndexingRequest" when creating a script with Edit Mode Profiler recording enabled. (UUM-143780)

  • Editor: Show in Project (the row context menu and the inspector Select button) silently did nothing for renamed/deleted assets. Both entry points now disable the action when the asset can no longer be resolved, and surface a non-modal "Asset not found" notification if it is triggered otherwise. (UUM-143853)

  • Editor: SpriteMask not rendering on Android, iOS, and Web when "Strip Engine Code" is enabled and the Tilemap package is disabled in Package Manager'. (UUM-138419)

  • Editor: Support for the SpeedTreeWindAsset created in the 2022 Editor. (UUM-147077)

  • Editor: The Build Analysis window's Assets tab now shows the asset breakdown for scripts-only and incremental Player builds by attributing them to the source build whose content they reused (previously empty for these builds). (UUM-142982)

  • Editor: The collapse repeat-count badge inherited the white selection-text color, making the count invisible on its light pill in the Light theme. The badge now sets its own theme text color. (UUM-143790)

  • Editor: The headless Linux Editor cpu core count computation when run within a container that has CPU resource limits. Affinity mask and Cgroup settings will now be taken into account. Note that changing the affinity while the Editor is running will not have any affect on its CPU usage as the value is cached at application startup. (UUM-145740)

  • Editor: The Overview Log column showed the entire multi-paragraph message as an auto-tooltip. The tooltip has been removed; the full message is shown in the detail pane when a row is selected. (UUM-143232)

  • Editor: This PR fixed a bug where reordering GameObjects showed the "+" (add) icon instead of the arrow icon by mappping DragVisualMode.Move to DragAndDropVisualMode.Link. (UUM-115073)

  • Editor: Turn off GRD in URP and HDRP templates. (UUM-143179)

  • Editor: Universal Render Pipeline: Fixed outdated asset importer warnings when creating a project from the URP 3D Sample template. (UUM-146261)

  • Editor: Updated Stats window to use M suffix for triangle and vertex counts 1 million or greater. (UUM-146878)

  • Editor: Updated the dialog that appears when Unity detects scene backups from an Editor session that did not close correctly. The dialog is now titled Scene Backup Detected, and its Keep Backups and Delete buttons state whether the backups are kept in Assets/_Recovery/ or discarded. (UUM-147629)

  • Editor: Updated WinEditor's warning dialog text when running Unity with elevated privileges. (UUM-146796)

  • Editor: Updating package while an MPPM clone is active causes the clone to crash. (UUM-148292)

  • Editor: USS files that import a built-in theme are now reimported automatically when the referenced theme changes.

  • Editor: When building a Web player with Progressive Asset Loading using the build scripting API, the build will fail (with a helpful error message) if incompatible settings are enabled.

  • Editor: XR: Removed the obsolete and unused AR module, the UnityPlayer.initializeGoogleAr() method, and the use of the unity.arcore-enable manifest metadata key.

  • EmbeddedLinux: Fixed a crash when no wl_seat is present on the system. (UUM-148754)

  • EmbeddedLinux: Fixed case where first touch input is dropped. (UUM-150086)

  • EmbeddedLinux: Fixed empty publish section being shown. (UUM-144616)

  • EmbeddedLinux: Fixed for Screen.SetResolution produces a blank screen when used with FullScreenMode.MaximizedWindow. (UUM-143541)

  • Entities: Fixed a memory leak in the EntityNameStorage by properly disposing NameStoreAccess. (UUM-147280)

  • Entities: Fixed a race condition in EntityId allocation pool initialization. This was likely to happen when loading a scene containing multiple SubScenes in the editor. (UUM-147566)

  • Entities: Fixed a NullReferenceException that occurred when pressing the "+" button in the Systems window search field with "Show All Worlds" enabled during Play Mode. (UUM-146668)

  • Entities: Fixed an assertion failure and duplicate SubScene registration that occurred on domain reload in scenes containing multiple SubScenes. (UUM-147566)

  • Entities: Fixed an editor crash (SIGSEGV) that occurred when dragging a SubScene into another SubScene that references the same scene asset. (UUM-142972)

  • Entities: Fixed an error "Failed to find Entity child node" in the New Hierarchy when removing child status from a GameObject that was added to an existing parent inside a Sub Scene. (UUM-146762)

  • Entities: Fixed an exception in the Hierarchy window when setting "Type of Worlds Shown" to include all world types. (UUM-146725)

  • Entities: Fixed an InvalidOperationException ("does not exist in the hierarchy") being logged repeatedly in the console after switching away from a scene with an open Sub Scene and switching back.

  • Entities: Fixed an issue in the Systems window where the toolbar and search bar would shrink when viewing a large number of systems. (UUM-146060)

  • Entities: Fixed an issue where editing a read-only nested text field in the Entity Buffer Inspector threw an AccessViolationException. The read-only field is now properly disabled. (UUM-148905)

  • Entities: Fixed an issue where renaming a subscene asset in the Project view would not update the subscene name displayed in the Hierarchy window. (UUM-143368)

  • Entities: Fixed an issue where WeakReference fields showed "None" when assigned by GUID from code. (UUM-134270)

  • Entities: Fixed an outdated deprecation warning in the Entities Hierarchy window that incorrectly referenced a Preferences toggle that no longer exists. (UUM-146983)

  • Entities: Fixed an ArgumentOutOfRangeException thrown when clicking items in the Systems window after domain reload. (UUM-148748)

  • Entities: Fixed an ObjectDisposedException and leaked world nodes in the Entities Hierarchy when a world is disposed. (UUM-146293)

  • Entities: Fixed case of project build failing with "IL2CPP error C2039: __entity is not a member of BlobBuilder" error. (UUM-86534)

  • Entities: Fixed clear ("x") button in Entities search bars remaining visible after deleting all query blocks via right-click. (UUM-146465)

  • Entities: Fixed Entities Memory Profiler showing duplicate components when multiple worlds share the same archetype. (UUM-146419)

  • Entities: Fixed Entities, Worlds, and SubScenes appearing in the Hierarchy window when editing UI Toolkit assets. (UUM-145824)

  • Entities: Fixed Ignoring invalid [UpdateAfterAttribute] warning on the ExplicitFilterSystem when disposing the Hierarchy World Handler. (UUM-146672)

  • Entities: Fixed leaked world nodes in SchedulePacking_WithInitialChanges_LinearOperationMode. (UUM-148849)

  • Entities: Fixed NullReferenceException in the HierarchyEntityHandler when leaving the VisualElementEditingStage from the new Hierarchy. (UUM-146747)

  • Entities: Fixed performance regressions related to transform hierarchy children access. (UUM-138633)

  • Entities: Fixed stale entity subscene nodes in the new Hierarchy when using the AutoLoadScene property on subscenes. (UUM-143057)

  • Entities: Fixed subscene reimport so that it no longer creates entities that are never removed. (UUM-148293)

  • Entities: Fixed the SubScene foldout icon disappearing in the Hierarchy window after undoing changes to the SubScene GameObject. (UUM-143812)

  • Entities: Fixed the Systems window world dropdown to exclude internal world types that could cause an ArgumentException when selected. (UUM-148241)

  • Entities: In the editor, every subscene load used to leak a duplicate of each loaded GameObject until domain reload; only the intended instances are now created. (UUM-145926)

  • Entities: Made the EntityId hash its full 64-bits value, reduces the risk of collisions in hash containers. (UUM-145687)

  • Entities: NullReferenceException in AsyncLoadSceneOperation.ScheduleSceneRead() when loading subscenes containing UnityObjectRef with invalid EntityIds. (UUM-146245)

  • Entities: Only record user-initiated selection in Systems window navigation history. (UUM-150002)

  • Entities: Overwrite duplicate keys in the case TypeManager.AllTypes yields multiple entries with the same FullName, preventing an exception. (UUM-147907)

  • Entities: Removed per frame GC Allocations in ComponentSystemGroup. (UUM-151683)

  • Entities: StableTypeHash of ECS types were inconsistent between Mono and CoreCLR.

  • Entities: Systems window "Show Full Player Loop" dropdown now works correctly. The setting has been split into two independent toggles: "Show Player Loop" (controls visibility of Unity player loop subsystems) and "Show All Worlds" (controls world filtering). (UUM-138413)

  • Entities: Systems window "Show Full Player Loop" should be disabled by default. (UUM-146280)

  • Entities Graphics: Fixed baked directional lights authored inside Entities subscenes not driving HDRP's Physically Based Sky. (UUM-137400)

  • Entities Graphics: Fixed corrupted compute-deformation of skinned meshes in subscenes. (UUM-146932)

  • Entities Graphics: Fixed Physically Based Sky rendering incorrectly in HDRP for directional lights authored inside Entities subscenes. (UUM-137400)

  • GI: Added a Screen Space Reflections (SSR) renderer feature to URP.

  • GI: Added Enlighten realtime GI deprecation warning to lighting window and lighting settings inspector.

  • GI: Changed the default lightmap denoiser from Optix to OpenImage in Advanced filtering mode. (UUM-142567)

  • GI: Disabled surface cache GI in material previews and thumbnails.

  • GI: Fix to respect double sided gi / render face flags in surface cache GI.

  • GI: Fixed "Kernel 'histogram' not found" errors and the lightmap scheduling fallback warning that occurred when viewing lightmaps in preview mode with the Editor running on a graphics API without the histogram compute shader variant, such as Vulkan. (UUM-151644)

  • GI: Fixed "Unknown filter" logs in Lighting Search saved queries. (UUM-147133)

  • GI: Fixed a bug where "Refresh Virtual Offset Debug" throws an exception if the last bake didn't have Virtual Offset enabled. (UUM-147479)

  • GI: Fixed a crash that occurred when extracting shadow casters with null material. (UUM-132304)

  • GI: Fixed a crash when baking Reflection Probes after baking Adaptive Probe Volumes. (UUM-143885)

  • GI: Fixed a crash when generating lighting for an object with a transparent material that uses an unreadable texture, such as a TextMesh Pro font material. (UUM-148232)

  • GI: Fixed a crash when opening the Profiler (Standalone Process) window in projects created from templates that include the Tutorials framework. (UUM-149676)

  • GI: Fixed a warning that appeared when canceling an Adaptive Probe Volume (APV) bake. (UUM-146305)

  • GI: Fixed an Editor crash when using the interactive lighting preview in a scene with a terrain large enough to be split into multiple lightmapping instances. (UUM-148850)

  • GI: Fixed an gradient-in-loop shader warning that would occur in SSR bilateral upscale. (UUM-144964)

  • GI: Fixed an issue where selecting the currently set APV baking set in the Lighting / Adaptive Probe Volume / Current Baking Set property did not function. (UUM-145389)

  • GI: Fixed an issue with punctual light sample index clamp in Surface Cache path tracing. (UUM-147818)

  • GI: Fixed case of the Static Batching message box in the Surface Cache Global Illumination Renderer Feature inspector not matching the icon size and text alignment of the other message boxes.

  • GI: Fixed cone spot shadows missing with camera-relative culling. (UUM-147026)

  • GI: Fixed crash when baking lighting for a scene placed in StreamingAssets. (UUM-149240)

  • GI: Fixed Global Illumination APV task left Not Responding on cancel. (UUM-144776)

  • GI: Fixed Lighting window "New" creating assets in immutable folders. (UUM-147196)

  • GI: Fixed MissingComponentException for MeshRenderers without a MeshFilter.

  • GI: Fixed nullptr PPtr error changing reflection resolution with null skybox. (UUM-132378)

  • GI: Fixed objects whose lightmap UVs collapse to a point or a line being removed from baked lighting with an "Instance with invalid UV bounds was removed" warning. (UUM-148851)

  • GI: Fixed objects without valid lightmap UVs being removed from baked lighting with an "Every triangle in the Mesh UV layout has zero area" warning. (UUM-148666)

  • GI: Fixed the custom environment reflection cubemap being forgotten when changing Source in the Lighting window. (UUM-133122)

  • GI: Fixed the Scenes in Baking Set list in the Lighting window so that a scene can be added again after undoing its addition, and so that removing a scene can be undone. (UUM-147477)

  • GI: Fixed the Windows Editor failing to start when the Microsoft Visual C++ 2010 runtime is not installed; the CPU Progressive Lightmapper now reports that it is unavailable instead. (UUM-149122)

  • GI: Move SurfaceCache debug settings to the Rendering Debugger.

  • GI: Refactored MaterialGlobalIlluminationFlags and emissive material settings to reflect how we expect the user to use the flags. (UUM-134070)

  • GI: Skip APV sampling when MeshRenderer.lightProbeUsage is Off in URP. (UUM-101953)

  • GI: When the Screen Space Reflection renderer feature in URP is not present on the active renderer asset, the SSR volume override now displays a warning InfoBox with an "Open" button that selects the active renderer asset.

  • Graph Toolkit: Changed orientation blackboard variable and node foldouts to face right instead of left. (UUM-139425)

  • Graph Toolkit: Expose Frame selection and Disconnect All Transitions shortcuts in the state's contextual menu.

  • Graph Toolkit: Fixed bug where opening a subgraph for the first time would not always frame its contents. (UUM-131387)

  • Graph Toolkit: Fixed case of an error erroneously appearing on ports when Graph.IsConnectionAllowed was overridden to permit connections between incompatible types. CheckNodeErrors now delegates type validation to CanAssignTo, consistent with how connection creation already behaves. (UUM-150703)

  • Graph Toolkit: Fixed options and ports TrySetValue with Enum. (UUM-146236)

  • Graph Toolkit: The collapse button of a node with options is now enabled even when all the ports are connected. This allows pressing the collapse button to collapse the node just like it was possible by choosing Toggle Collapse or using Shift+Ctrl+O. (UUM-150163)

  • Graphics: Added IEquatable<T>, GetHashCode, and equality operators to Resolution and RefreshRate, to avoid GC allocations when comparing them or using them as Dictionary keys. (UUM-146197)

  • Graphics: Allow On Tile Post Processing feature only on the Universal Renderer. (UUM-148038)

  • Graphics: Changed to staticShadowCaster now update properly with GRD enabled. (UUM-140724)

  • Graphics: Fixed a crash in DirectX12 Split Graphics Jobs when using RayTracing. (UUM-145956)

  • Graphics: Fixed a crash when baking occlusion culling for large scenes. (UUM-143361)

  • Graphics: Fixed a crash with occlusion culling in scenes with a very large number of occludees. (UUM-135920)

  • Graphics: Fixed a device freeze on Midgard Mali GPUs when Blit Type was set to Auto. (UUM-149414)

  • Graphics: Fixed a GPU driver crash on ARM Mali-G68 devices caused by log2 using relaxed precision in SPIR-V. (UUM-137912)

  • Graphics: Fixed a GPU hang on Metal that could occur when a compute shader requested a larger thread group than the graphics pipeline supports (for example, High Quality Line Rendering on some Intel GPUs). (UUM-147457)

  • Graphics: Fixed a URP performance regression on OpenGL ES devices where the maximum number of additional lights was forced from 16 to 32. (UUM-148728)

  • Graphics: Fixed a NullReferenceException thrown by DynamicLightController in the URP sample template Garden scene when the component's Awake() ran in the Editor before the runtime-only light manager list was initialized. (UUM-145743)

  • Graphics: Fixed an assertion for out-of-bounds memory access when GPU Resident Drawer instancing is enabled, Burst compilation is disabled, and a Mesh Renderer has more material slots than submeshes. (UUM-147082)

  • Graphics: Fixed an issue that could cause memory leak warnings, primarily on macOS, while Unity processed shader jobs with GPU Resident Drawer enabled. (UUM-140185)

  • Graphics: Fixed an issue where Vulkan Player would not respect the value of 'PlayerSettings.vulkanNumSwapchainBuffers' and instead use a fixed count of 3 swapchain buffers. (UUM-148724)

  • Graphics: Fixed Graphics.RenderPrimitives and Graphics.DrawProcedural crash with MeshTopology.Quads when Graphics Jobs are enabled. (UUM-141117)

  • Graphics: Fixed rendering issues on XR when dynamic resolution is enabled with an injected RenderObjects pass. (UUM-142592)

  • Graphics: Fixed shader compilation failure while using UNITY_DISPLAY_ORIENTATION_PRETRANSFORM with Adreno devices. (UUM-145641)

  • Graphics: Fixed the Adaptive Probe Volume Samples fields accepting typed values above the slider maximum. (UUM-148224)

  • Graphics: Fixed the help box under "Preferred Graphics Jobs Filters" in the D3D12 Device Filter Inspector being too small and cutting off its text. (UUM-134259)

  • Graphics: Fixed URP mixing MSAA sample counts for overlay UI textures.

  • Graphics: Fixed Vulkan rendering artifacts on Mali GPUs with some renderpass/subpass configurations. (UUM-147578)

  • Graphics: Graphics Settings - "Import from current scene" action is not added to the undo list. (UUM-148881)

  • Graphics: Notify ObjectDispatcher when MeshRenderer LocalAABB changes. (UUM-147452)

  • Graphics: Quality Settings - Show confirmation dialog when RP asset changes betwen quality levels when changing current quality. (UUM-146325)

  • Graphics: Resolved an issue when using Vulkan on Windows with Split Graphics Jobs where null could be inserted into a cache, resulting in DrawCalls trying to draw to a closed Command Buffer, causing a crash. (UUM-132307)

  • Graphics: ShadowCaster objects using the Renderer Shader User Value now render correct shadows when the value changes at runtime. Previously the shadow caster reused the rendering layer value from the last non-shadow draw unless the SRP Batcher path was active. (UUM-137149)

  • Graphics: [Android] Fixed frame pacing settling on an incorrect frame rate on variable refresh rate (VRR) displays. (UUM-95307)

  • Graphics: [Android] Fixed the frame rate not matching the requested rate when OnDemandRendering.renderFrameInterval was greater than 1. (UUM-68029)

  • Graphics: Screen.currentBackbufferMSAASamples on Android Vulkan now correctly returns the MSAA sample value of the back buffer.

  • Graphics: ScriptableRenderContext draws that use only SortingCriteria.OptimizeStateChanges no longer produce more SRP batches than SortingCriteria.RenderPriority for scenes that mix MeshRenderer and SkinnedMeshRenderer objects sharing a material. Previously the sort split these renderers into separate groups by renderer type, breaking SRP batches that the batcher would otherwise coalesce. (UUM-141053)

  • GraphView: Added issue in Template Browser where the tab keyboard shortcut sometimes caused keyboard navigation to go out of sync with selections. (UUM-144972)

  • GraphView: Allowed multiple instances of the Template Browser to coexist for different tools. (UUM-137579)

  • GraphView: Changing the Template Browser Sort Type preserves selection. (UUM-143043)

  • GraphView: Ensure selection is visible when changing the Sort Type for the Template Browser. (UUM-143045)

  • GraphView: Fixed the Template Browser displaying errors when creating an asset from a deleted template. (UUM-143138)

  • GraphView: Handle exceptions from various keyboard commands when used in the Template Browser. (UUM-144108)

  • GraphView: Improved responsiveness of search index status banner. (UUM-150720)

  • GraphView: Scroll to last template now in the Template Browser now accounts for collapsed categories. (UUM-140556)

  • GraphView: Search focus in the Template Browser is now preserved after the first match. (UUM-144963)

  • GraphView: Tab navigation now fully ignores the list view. (UUM-150861)

  • HDRP: Added missing UnityPerDraw params for SpriteRenderer. (UUM-141304)

  • HDRP: Ensure global settings default volume profile in difussion profile editor. (UUM-138525)

  • HDRP: Fixed a water null exception when exiting the frame debugger. (UUM-141885)

  • HDRP: Fixed console errors, broken rendering, and a potential crash when entering Play Mode with Reload Domain disabled in the Enter Play Mode Options. (UUM-147827)

  • HDRP: Fixed incorrect shader stripping when "Lightmap Bicubic Sampling" was enabled. (UUM-134794)

  • HDRP: Fixed the Game view flickering when changing HDRP settings while the Game view is focused. (UUM-147685)

  • IL2CPP: Fix to attempt to skip intrinsifying intrinsic methods that are in the wrong assemblies, that can otherwise result in build errors. (UUM-149211)

  • IL2CPP: Fixed an IL processing issue in generic code that caused a "No support for assigning to/from variable size types and concrete types" exception at build time. (UUM-147236)

  • IL2CPP: Fixed case of FMA not being reported as available and case of AVX2 flag not being set in some cases.

  • IL2CPP: Fixed crash on startup with the deep profiling support enabled. (UUM-145576)

  • IL2CPP: Fixed segmentation fault on OSX and Linux while running IL2CPP. (UUM-149985)

  • IL2CPP: Fixed typo checking VAR twice instead of MVAR. (UUM-130494)

  • IL2CPP: Restored IL2CPP's code generation for ldind/stind opcodes to use normal pointer casts instead of memcpy calls. (UUM-129900)

  • IMGUI: Fixed case of Advanced Dropdown menus, such as the Build Profiles "Add Settings" dropdown, showing unstyled red items when opened during Play Mode. (UUM-135953)

  • IMGUI: Fixed case of content in ImguiContainers not reacting to click when partially clipped. (UUM-148486)

  • IMGUI: Fixed property field child fields not being drawn when the property rect is at negative GUI coordinates. (UUM-149255)

  • IMGUI: Reduced GC allocations when a GUISkin style is assigned during OnGUI. (UUM-134155)

  • Input System: Added BiasCorrectedGyroscope, reporting angular velocity in radians per second with the sensor bias removed, as the parity equivalent of UnityEngine.Input.gyro.rotationRateUnbiased. The device is present only on platforms that can supply a bias-corrected value, so check BiasCorrectedGyroscope.current for null before using it.

  • Input System: Added LocationSensor, exposing GPS position, status, and permission state as the parity equivalent of UnityEngine.Input.location. Reports status via a new Input System LocationServiceStatus enum.

  • Input System: Fixed a potential crash when an iOS application shut down with a motion sensor enabled. Pending sensor callbacks could run after the objects they wrote into had been destroyed.

  • Input System: Fixed case of Android sensor devices going permanently silent after a device reset. Resetting a sensor released the underlying OS sensor while the device still reported itself as enabled, so no further values arrived and re-enabling it had no effect.

  • Input System: Fixed the iOS sensors backed by device motion so that GravitySensor, AttitudeSensor and LinearAccelerationSensor are each enabled and disabled independently. Enabling one of them previously started all of them, so code that enabled one device and read another now reads default values until it enables that device too.

  • iOS: Bumped iOS/tvOS minspec from 15.0 to 16.0.

  • iOS: Fixed a bug where pulling down the iOS Control Center could cause a Unity app to stop playing back audio. (UUM-145522)

  • iOS: Fixed a false "Touch was already deallocated" error on iOS when the app moved to the background. (UUM-145381)

  • iOS: Fixed occasional failure to merge render passes with msaa depth on apple gpu family 1-3. (UUM-147831)

  • iOS: Fixed shader warmup on older devices (AppleFamily3 and earlier). (UUM-147933)

  • iOS: Fixed TouchScreenKeyboard.area returning an empty rect when the keyboard is open and the project uses the Objective-C trampoline. (UUM-147354)

  • Kernel: Added a JobHandle.ToString implementation to prevent potential boxing.

  • Kernel: Fixed a potential deadlock in the job system involving many external threads and manual jobs. (UUM-143073)

  • Linux: Fixed an issue where D-Pad inputs mapped to the wrong directions when using a wireless Xbox 360 controller on newer Kernel versions. (UUM-136083)

  • Linux: Fixed bugs when building Windows Players and creating Visual Studio Solutions from Linux Editors. (UUM-140187)

  • Linux: Fixed case where first touch input is dropped. (UUM-150086)

  • Linux: Fixed Linux Player file extension stacking when building Linux Player from Mac Editor. (UUM-135833)

  • Linux: Fixed some Xbox controller inputs are mapped to different buttons than they should be in Unity Input System when the controller is connected through Bluetooth on Linux. (UUM-144216)

  • Linux: Fixed the splash screen not fading out smoothly on start. (UUM-140538)

  • Linux: Lowered the glibc version to 2.34. (UUM-150342)

  • macOS: Fixed libMonoPosixHelper.dylib not being found in macOS server builds. (UUM-141263)

  • macOS: Fixed the splash screen not fading out smoothly on start. (UUM-140536)

  • macOS: Fixed the standalone player window title not using the localized application name. (UUM-145924)

  • Mono: Fixed race condition during interface initialization on ARM64. (UUM-144819)

  • Multiplayer: Console error logged when deleting the active Play Mode Scenario. (UUM-144445)

  • Multiplayer: Deleting an activated virtual player from the scenario configuration removed it from the config without stopping the running instance, leaving it orphaned. (UUM-138111)

  • Multiplayer: Editor crash when the GPU Resident Drawer is enabled and a cloned object's rendering components were stripped by the Dedicated Server role. (UUM-147692)

  • Multiplayer: Editor window layouts loads a broken "Failed to load" Multiplayer Play Mode window and throws a NullReferenceException when docking around it in projects where Multiplayer Play Mode is not enabled or its package is not installed. (UUM-146870)

  • Multiplayer: Fixed a NullReferenceException that occurred when activating an Additional Editor Instance for the first time from a custom Play Mode Scenario. (UUM-148037)

  • Multiplayer: Fixed an issue where error messages were thrown when selecting the Prefab submenu option on a GameObject in the clone players' Hierarchy window by removing the Prefab interactions on all Clone players.

  • Multiplayer: Fixed errors thrown when using Terrain tools in Multiplayer Play Mode additional Editor instances Authoring tools are not supported and are now disabled. (UUM-148239)

  • Multiplayer: Fixed missing sample IDs for the Competitive and Turn-Based Multiplayer Center QuickStart genres, and made the sample README reliably selected and pinged after import.

  • Multiplayer: Fixed scrolling so it now works correctly when the cursor hovers over the Complexity bar.

  • Multiplayer: Fixed the install button so it no longer displays "Installing package(s)..." after users cancel the install dialog.

  • Multiplayer: Fixed virtual players crashing when the main editor is closed on Ubuntu.

  • Multiplayer: Multiplayer PlayMode clone editors now adhere to the Hierarchy window version preference. When switching between Scene Hierarchy and the new Hierarchy window in the main Editor, it is now automatically reflected across all active clones.

  • Multiplayer: On sample import, the scene that opens is now the initial scene named by the sample's play mode scenario instead of a fixed file name. Samples whose scenario names no scene, or names one outside the sample, keep the current scene open and log a warning.

  • Multiplayer: Play Mode button remaining highlighted after canceling the Unsaved Changes prompt when entering Multiplayer Play Mode. (UUM-149873)

  • Multiplayer: Unity Transport: Network interfaces are now automatically disposed of before domain reloads. Without this protection, socket handles could be leaked which would cause errors when trying to re-bind to the same port later on. Note that this isn't a replacement for properly disposing of NetworkDriver objects; it's only a protection in cases where that's not done. (UUM-146443)

  • N/A (internal): Disabling known failures on UGK CI.

  • Netcode for Entities: A ghosted FixedList - that is cleared and later repopulated with the same data (e.g. during prediction rollback)

  • Netcode for Entities: Fixed a predicted ghost divergence caused by running at very high framerates with very low SimulationTickRate, which meant that the client to not even fully predict one tick ahead of the latest snapshot arrival, causing the snapshot to be applied on a partial tick, which in turn resulted in the prediction-history backup failing to write, so it would constantly be stale. (UUM-147343)

  • Netcode for Entities: Fixed a regression in the handling of partial sends. In rare cases, the same dynamic ghost chunk hits the partial boundary at roughly the same entity index every tick. This indefinitely causes a subset of its ghosts to no longer be added to the snapshot. (UUM-145646)

  • Netcode for Entities: Fixed a spurious "JobTempAlloc has allocations that are more than the maximum lifespan of 4 frames old" warning that appeared when baking a ghost prefab set to Owner Predicted mode without a GhostOwner component.

  • Netcode for Entities: Fixed dragging the Importance field below its minimum of 1 (or Max Send Rate below 0) in the Ghost Authoring inspector triggering a re-bake pop-up even though the clamped value did not actually change.

  • Netcode for Entities: Fixed issue with a ghost prefab having multiple ghost prefab entity instances, like when it's baked into multiple loaded subscenes. When loading, unloading and reloading the subscenes the ghost collection prefab would point to a previously unloaded/deleted entity prefab. This now properly gets updated to an instance created from the reloaded subscenes. (UUM-146631)

  • Netcode for Entities: GhostReceiveSystem's owner-switch trigger now enqueues an OwnerSwithchingEntry when GhostOwner.NetworkId changes, not just when it changes from zero.

  • Netcode for Entities: Issue where predicted ghosts - that changed archetypes multiple times (often moving back to their original archetype)

    • would mispredict, particularly on partial ticks. Also fixed this issue with enable bits and child components. (UUM-131597)

  • Netcode for Entities: Styling of several elements of GhostAuthoringInspectionComponent no longer conflicts with light theme default editor styling. This caused some elements to be barely visible or entirely unreadable (UUM-148863). (UUM-148863)

  • Networking: Bumps libcurl library to 8.20.

  • Networking: De-referencing invalid texture pointer when a webrequest is teared down abruptly. (UUM-144540)

  • Networking: Fixed a possible editor-only crash when using a custom certificate handler with UnityWebRequest in long editor sessions involving many domain reloads. (UUM-147347)

  • Networking: Fixed a situation where Curl errors coming from UnityWebRequest could fail to be logged appropriately, making issues harder to debug. Note that even in this situation the failure would still be reported correctly to calling code. This bug only impacted logging. (UUM-145433)

  • Networking: Fixed an issue in UnityWebRequest where an error 26 or 65 ("necessary data rewind was not possible") would sometimes be logged when resuming upload requests. (UUM-144767)

  • Networking: Fixed issue where UnityHttpMessageHandler requests would never complete (and could not be cancelled) when the HTTP response had an empty body. (UUM-150583). (UUM-150583)

  • Networking: UnityWebRequest: Don't URL-encode characters '&' and '=' in PostWwwForm. (UUM-149976)

  • Package: Collections: Fixed FixedString formatting of certain float values when CoreCLR is the scripting backend.

  • Package Manager: Added warning log messages when importing Untrusted or Limited Trust Asset Packages in Batch Mode or CLI.

  • Package Manager: Fixed an issue where a newly created package was not using the organization the project belongs to in the technical name. (UUM-148110)

  • Package Manager: Fixed an issue where samples weren't discoverable for locally installed UPM packages that were also available on the Asset Store. (UUM-147778)

  • Package Manager: Fixed an issue where switching pages quickly after clearing the search bar results in an empty package list. (UUM-134027)

  • Package Manager: Fixed an issue where the import status did not display for imported samples in the Sample tab. (UUM-146766)

  • Package Manager: Fixed issue where install progress spinner for a selected package disappears when another package is selected. (UUM-139184)

  • Package Manager: Fixed package install operations hanging when the project contains packages with entitlement errors. (UUM-141909)

  • Package Manager: Fixed so the package search bar is cleared if the package being opened through the API isn't visible. (UUM-132102)

  • Package Manager: Fixed stale string when searching and there are no results found. (UUM-143121)

  • Package Manager: Fixed the issue where some packages have incorrect signature icon on Unity start up time. (UUM-143201)

  • Package Manager: Fixed the refresh page to also refresh user entitlement licences.

  • Package Manager: Improved the error message displayed when adding an incompatible version with the current Unity Editor. (UUM-138842)

  • Package Manager: New event triggered on sample import, before Asset Database refresh. (UUM-142221)

  • Package Manager: Package Manager related errors are thrown for Play Mode Scenarios additional editors when activated. (UUM-147009)

  • Package Manager: Passive trust pop-ups are not cutoff anymore. (UUM-131817)

  • Package Manager: Removed the recently introduced upmSign batch-mode command. It requires more thought and validation on the product side. (UUM-146198)

  • Package Manager: Sample parent package name for UPM on Asset Store is using the package name not the product name. (UUM-145405)

  • Particles: Fixed "'SafeNormalize': implicit truncation of vector type" warning coming from Particles shaders. (UUM-147453)

  • Particles: Fixed Camera Fade OFF + Soft Particles ON combination making particles disappear on some devices. (UUM-146249)

  • Particles: Shape Asset references should now reset properly. (UUM-141007)

  • Physics: Fixed a crash with ArticulationBody component hierarchies due to the 64 link depth limit not being correctly enforced. (UUM-145530)

  • Physics: Fixed an issue inside the PhysX 4 sdk, where CharacterController wouldn't be able to collide with more than 100 shapes at a time. (UUM-132204)

  • Physics: Fixed an issue where a mesh collider on a static body, would not have it's sub-aabbs recalculated when using incremental static broadphase. This lead to the collider being ignored by queries such as raycasts. (UUM-138528)

  • Physics: Fixed an issue where baking a uniform scaled a static root, would not handle scales different than 1.0f correctly. (UUM-133010)

  • Physics: Fixed an issue where ConfigurableJoint setups would jitter once they reached their distance constraint maximum, due to their contact distance not being handled correctly. (UUM-146852)

  • Physics: Fixed an issue where replacing a PhysicsCollider's BlobAsset reference in place would not get picked up when using the incremental static broadphase feature. Thus causing queries such as raycasts to report incorrect data. (UUM-138528)

  • Physics: Fixed an issue with Rigidbody component serialization where prefab overrides (for drag/angular drag) saved in scenes on 2022LTS wouldn't be retained after upgrading. (UUM-147601)

  • Physics: Fixed compilation warnings and runtime errors in ModifyJointLimitsAuthoring. (UUM-145822)

  • Physics: Improved the cleanup performance of IgnoreCollision when destroying a Collider. (UUM-115186)

  • Physics: Prevented manual edits to the SimulationSingleton value in Unity.Physics. Change the physics simulation type from the PhysicsSimulationStep component instead. (UUM-148731)

  • Physics 2D: Added "PhysicsBody.totalForce" and "PhysicsBody.totalTorque" getters and setters. (UUM-144878)

  • Physics 2D: Added "PhysicsWorld.bounds" property to get the current bounds of all PhysicsShape in the PhysicsWorld. (UUM-145746)

  • Physics 2D: Added "PhysicsWorld.drawOrder" and "PhysicsWorldDefinition.drawOrder" used to sort the order in which the physics renderer draws world. This provides direct control so you can better visualize multiple worlds; especially important when rendering non-transparent content. In addition, "PhysicsWorld.drawTarget" and "PhysicsWorldDefinition.drawTarget" was added to control if Game view and/or Scene view are rendered to. (UUM-145746)

  • Physics 2D: Added a small left and right panel padding to the Project Settings page for PhysicsCore2D module so it doesn't touch the window border.

  • Physics 2D: Added drawing of collision normal (opposite one-way side) for ChainSegmentGeometry. (UUM-145454)

  • Physics 2D: Added missing definition get/set property from all joints to match all other physics objects. (UUM-145454)

  • Physics 2D: Added missing physicscore2d Transform / InverseTransform for geometry spans of Circle, Capsule, Polygon, Segment and ChainSegment. (UUM-145454)

  • Physics 2D: Added PhysicsWorld cloning, snapshot and restore. "PhysicsWorld.Clone()" to clone a world, "PhysicsWorld.CreateSnapshot()" to create a complete snapshot of the content of the world and "PhysicsWorld.ApplySnapshot()" to apply a previous snapshot to the PhysicsWorld. Finally, the ability to create a new world with a previous snapshot with "PhysicsWorld.Create(snapshot)" overload. (UUM-145746)

  • Physics 2D: Added the ability to disable the auto-clearing of custom drawing lifetimes. When a draw command expires, it is typically removed but setting "PhysicsWorld.autoClearCustom" to false will mean the drawing persists until you explicitly call "PhysicsWorld.ClearDraw()". (UUM-145746)

  • Physics 2D: Applying a very large wind force via PhysicsBody.ApplyWind, or a very large impulse via PhysicsWorld.Explode, could silently corrupt the entire physics world with NaN or Infinity values. (UUM-150029)

  • Physics 2D: Fixed a bug where a dynamic body with a rotation constraint would bounce off surfaces despite zero bounciness. (UUM-150990)

  • Physics 2D: Fixed a crash caused by unbounded recursion when a PhysicsEvents.WorldDefinitionChange handler wrote the same world's definition. Changed the nested write to apply without raising a second change event.

  • Physics 2D: Fixed case of the time of impact query returning incorrect values for its "point", "normal" and "impactState". Also fixed the segment distance query, whose "distance" property was returning the squared distance. That property now returns the true distance, and a new "sqrDistance" property returns the squared distance for when you want to avoid the cost of a square root.

  • Physics 2D: Fixed case of PhysicsMath.GetRelativeMatrix2D and PhysicsMath.GetRelativePose2D returning a non-finite rotation for a transform with a negative scale on one axis, and PhysicsMath.GetRelativeMatrix2D applying the scale of the axis that its transform plane ignores.

  • Physics 2D: Fixed errors reported when a Transform registered with "PhysicsWorld.RegisterTransformChange" was destroyed after a Play Mode transition. Calling "PhysicsWorld.UnregisterTransformChange" after such a transition did not fully unregister the Transform, so an error was reported when it was later destroyed. This happened with any Transform that outlives a Play Mode transition, such as one in a Prefab Mode preview scene.

  • Physics 2D: Reading PhysicsWorld.counters, or other queries, after restoring a world from a corrupted or truncated Snapshot could crash the Editor or Player. (UUM-150072)

  • Physics 2D: Removed the reservation limit for how many PhysicsWorld can be created. Now memory is only allocated for the PhysicsWorld that are created with a maximum limit of 65535. You can set the "PhysicsCoreSettings2D.initialWorldCapacity" to reserve the capacity but it will grow accordingly. (UUM-145746)

  • Physics 2D: Removing double-spaces from Collider2D help-box text. (UUM-147075)

  • Physics 2D: Wake Rigidbody2D when activating a child GameObject containing a Collider2D. (UUM-149852)

  • Physics 2D: PhysicsWorld could crash or corrupt memory when created with a very large or negative PhysicsWorldDefinition.capacity. (UUM-150067)

  • Player: Fixed an issue with accidental shell invocations with Bee and rc.exe. (UUM-108834)

  • Prefabs: Fixed a non-determinism issue when importing a prefab in-process versus out-of-process with parallel import.

  • Prefabs: Fixed case of Prefab property overrides recorded under a field's former serialized name (via FormerlySerializedAs) not being recognized or revertible on the renamed property. (UUM-151415)

  • Prefabs: Prefab Overrides comparison popup's Apply button no longer overlaps the popup's outline. (UUM-132319)

  • Profiler: Added CoreCLR capture of GC-static field values and frozen/non-GC heap chunks to the memory snapshot format. Bumped format to v20.

  • Profiler: Fix to hide the "Screenshot details are paused while the Profiler is recording" note as soon as profiling ends. (UUM-148847)

  • Profiler: Fixed a crash in ProfilerSymbolsDelayedDeletion::AddCloneObject. (UUM-144194)

  • Profiler: Fixed alignment on date label in Profiler captures list. (UUM-132276)

  • Profiler: Fixed an issue where directly loading profiling data on macOS did not filter to relevant file types (.data, .raw). (UUM-139554)

  • Profiler: Fixed an issue where opening the profiler window with the physics CPU module open would throw a InvalidOperationException. (UUM-143704)

  • Profiler: Fixed an issue where resetting Profiler modules would leave (duplicated) custom modules until the window was re-opened. (UUM-148468)

  • Profiler: Fixed black bars and missing section titles in the Memory module's details view. (UUM-145754)

  • Profiler: Fixed case of a NullReferenceException being thrown when saving an empty Standalone Profiler recording. (UUM-150588)

  • Profiler: Fixed case of a NullReferenceException being thrown when saving Profiler data from the top menu of the Standalone Profiler window after toggling the UI Toolkit Live Reload option. (UUM-150706)

  • Profiler: Fixed case of screenshot info text remaining after profiling data was cleared. (UUM-149205)

  • Profiler: Fixed deadlock in PreloadManager when taking Memory Profiler snapshot during load operation in progress. (UUM-143493)

  • Profiler: Fixed Highlights module not redrawing captured frame data when re-enabled. (UUM-144840)

  • Profiler: Fixed inability to create a details view for CPU Usage module following deletion of a custom module. (UUM-149160)

  • Profiler: Fixed incorrect screenshot counter in Profiler. (UUM-148466)

  • Profiler: Fixed labelling of Unrooted Allocations associated with GraphicsStateCollection Allocations. (UUM-139555)

  • Profiler: Fixed the Highlights module's 'Target FPS' label being clipped when showing large values. (UUM-137768)

  • Profiler: Fixed the warning icon in the CPU Hierarchy column overlapping the sort indicator. (UUM-137749)

  • Profiler: Memory Profiler under-reports ALLOC_TEMP_JOB_ASYNC footprint, causing unused blocks to appear as Untracked. (UUM-145712)

  • Profiler: Prevented pasting into the CPU Profiler's Sample Stack window. (UUM-116908)

  • Profiler: The Profiler's Capture List foldouts now open and close when clicking the title as well as the arrow. (UUM-132277)

  • Profiler: Updated the CPU Hierarchy column to use the standard warning icon. (UUM-117083)

  • Profiler: Updated the CPU Hierarchy column to use the standard warning icon. (UUM-131177)

  • QNX: Fixed case of Burst AOT compilation failing to link the generated library. (UUM-151399)

  • QNX: Fixed case where first touch input is dropped. (UUM-150086)

  • QNX: Startup timing potential overflowing reported User time. (UUM-148079)

  • Scene Manager: SceneManager.GetSceneByLoadableSceneId no longer returns a valid Scene for a default/invalid LoadableSceneId (UUM-150020). (UUM-150020)

  • Scene/Game View: Fixed an issue where an activated RectTool would start throwing errors if SceneView camera zoomed out far away from the selected object. (UUM-146170)

  • Scene/Game View: Fixed case of the Orientation Gizmo's negative axis arrows, direction labels, and rotation-lock icon changing color when the Center Axis color preference was changed. (UUM-150607)

  • Scene/Game View: Fixed issue where the Rect Tool would not be moveable if the caps lock modifier was on. (UUM-150693)

  • Scene/Game View: Fixed the SRP Volume gizmo not showing in the SceneView. (UUM-146740)

  • Scene/Game View: Improving grids rendering and performance in the SceneView. (UUM-143208)

  • Scripting: AutoStaticsCleanup should accept any declared type initializers. (UUM-142742)

  • Scripting: Fixed .NET 1.x dll's not getting loaded into the domain. (UUM-141092)

  • Scripting: Fixed an issue where AutoStaticsCleanup didn't restore a static field that was set to null during a Play session. (UUM-149874)

  • Scripting: Fixed assembly resolutions errors in IL post processors that referenced assemblies with names starting with "Mono.Cecil". (UUM-147560)

  • Scripting: Fixed InitializeOnLoad ordering logic to be more performant. (UUM-149218)

  • Scripting: Fixed missing EditMode scope during startup and inconsistent timing of EditMode and PlayMode scope. (UUM-141834)

  • Scripting: Fixed ~2 KB size increase in empty WebGL Player builds and removed editor/coreclr only functions. (UUM-147728)

  • Search: Fixed issue where the "Find References in Scene" component menu action would not work correctly in new Hierarchy. (UUM-122332)

  • Serialization: Dictionary Drawer now has a one-column display mode for narrow Inspectors. (UUM-146024)

  • Serialization: Fixed an issue in Dictionary serialization so it preserves entries with null keys in the same way it already preserved duplicate-key entries. The null-key rows in the UI are now marked with a warning icon as well so they can be identified and fixed (set to a valid object reference). (UUM-146664)

  • Serialization: Fixed crash where WeakReferences were being destroyed off of the main thread, which contended with Mon's GC assumptions about WeakReferences only being freed from the main thread. This fixes an eventual crash inside the Garbage Collector. (UUM-143324)

  • Serialization: Fixed [SerializeReference] objects referenced by a missing type skipping OnBeforeSerialize when their host is re-saved, which silently discarded state the callback persists. Regression introduced in 6000.6.0b1; never present in a full release. (UUM-149620)

  • Shadergraph: Added issue where custom render target preview on linux did not render correctly in some cases. (UUM-143562)

  • Shadergraph: Added issue where gradient picker would not respond to undo/redo commands. (UUM-145371)

  • Shadergraph: Added issue where gradient picker's color picker would misbehave during undo/redo. (UUM-145356)

  • Shadergraph: Added issue where NRE could result from renaming a subgraph dropdown. (UUM-148866)

  • Shadergraph: Added issue where particle shader sample would complain about missing cullMode property. (UUM-146914)

  • Shadergraph: Custom attributes on properties now copy-paste correctly. (UUM-142264)

  • Shadergraph: Disabled unused keyboard navigation for blackboard foldouts. (UUM-144951)

  • Shadergraph: Ensure that the preview window for nodes can always be toggled. (UUM-143463)

  • Shadergraph: Fixed an issue where float enum entry names were changing when other edits were taking place. (UUM-143243)

  • Shadergraph: Fixed an issue where Template ordering would not work properly in the Shader Graph Template Window. (UUM-143067)

  • Shadergraph: Fixed heatmap undo/redo for subgraph entries. (UUM-142683)

  • Shadergraph: Fixed invalid characters in generated shaders under the Turkish regional format. (UUM-142088)

  • Shadergraph: Fixed issue where errors would trigger when particle shader sample was imported. (UUM-146912)

  • Shadergraph: Handle error message when deleting a group with a subgraph output node. (UUM-143645)

  • Shadergraph: Improved responsiveness of node inspector for reflected function nodes. (UUM-143249)

  • Shadergraph: Limit the max number of cases on the switch node. (UUM-143419)

  • Shadergraph: Node selection state should restore properly on undo/redo for the graph inspector. (UUM-142159)

  • Shadergraph: Removed the 'Clip' option, which was erroneously introduced, from the Screen Position node's dropdown. (UUM-151248)

  • Shaders: (Shaders) The editor no longer hangs at "waiting for shader compilers" when asynchronous shader variant compilation is cancelled during domain reload or editor shutdown.

  • Shaders: Enabled DXC shader compilation for Windows player builds when using the Linux or macOS Editor.

  • Shaders: Fixed an issue where keywords on Materials and their variants were not updated until rendered in Scene view, Game view, or Inspector after a shader reimport. (UUM-102156)

  • Shaders: Fixed editor crash by making UniqueIDGenerator thread-safe. (UUM-146812)

  • Shaders: Fixed incorrect prompting of apply shader build settings window on removal of empty keywords override settings. (UUM-148993)

  • Shaders: Fixed preprocessor incorrectly skipping include files with multiple independent ifndef/endif guard blocks. (UUM-145788)

  • Shaders: Fixed the shader keywords to work properly in cases where one pass declares keywords as multi_compile/shader_feature and another pass declares the same keywords as dynamic_branch. (UUM-139965)

  • Shaders: Strip early subshaders if the RenderPipeline tag does not match any present renderpipeline assets for the build target. (UUM-141340)

  • SRP Core: BatchPackedCullingViewID::GetEntityID generates the EntityID using the ulong handle directly instead of an int mask. (UUM-146214)

  • SRP Core: Changed how support is checked for RT features in UnifiedRayTracing. The checks are now done using feature flags. (UUM-149856)

  • SRP Core: Fixed a shader error when copying MSAA textures on OpenGL ES 3.1 devices that lack per-sample shading support; these devices now fall back to a regular blit. (UUM-147215)

  • SRP Core: Fixed an assertion error and memory leak warning that were thrown when hiding a branch group on a Tree in a project that uses the GPU Resident Drawer. (UUM-142959)

  • SRP Core: Fixed an issue where Camera.RenderToCubemap didn't capture Canvas geometry for the first face of a cubemap. (UUM-140991)

  • SRP Core: Fixed baking Adaptive Probe Volumes silently disabling Sky Occlusion in the Baking Set when no Lighting Settings Asset was assigned to the scene. With the deprecated Progressive CPU lightmapper, the Lighting window now shows a warning about double counted sky lighting instead of disabling the Sky Occlusion settings. (UUM-148221)

  • SRP Core: Fixed cropped post-processing output when the targetTexture is swapped to a different size. (UUM-145833)

  • SRP Core: Fixed low-contrast "ALL"/"NONE" override toggle text in the Volume component Inspector (for example on Tonemapping, Bloom, or Motion Blur overrides) that was nearly unreadable in the Light editor theme. (UUM-149966)

  • SRP Core: Fixed minor visual issue with Render Graph Viewer's Auto Update button. (UUM-150051)

  • SRP Core: Fixed the culled pass block being unreadable in the Render Graph Viewer in dark mode. (UUM-146993)

  • SRP Core: Fixed the first bake in Single Scene mode discarding Adaptive Probe Volume settings (such as Sky Occlusion) changed in the Lighting window before the Baking Set asset was created. (UUM-133186)

  • SRP Core: Fixed the GPU Resident Drawer help box in the Rendering Debugger displaying C# type names, such as "GPUResidentDrawer" and "RenderPipelineAsset", instead of readable names. (UUM-138009)

  • SRP Core: Gate RenderGraph UV origin validation behind the enableValidityChecks flag to allow debug tools to bypass the check when intentionally creating conflicting UV origins.

  • SRP Core: Removed a rare managed allocation during HDR output rendering that could intermittently occur when .NET reclaimed pooled array buffers between frames. (UUM-145447)

  • SRP Core: Removed check to only consider emissives for GI if the _EMISSION keyword was added.

  • SRP Core: SRP Core: Fixed render area bug for FinalBlit pass when using dynamic resolution with renderScale 1.0. (UUM-138644)

  • SRP Core: [Render Pipeline Converter] Improve list views by adding categorization and sorting. (UUM-146628)

  • Terrain: Avoid buffer overflow when generating the buffers for the detail meshes. (UUM-139959)

  • Terrain: Fixed a crash when loading a Terrain whose heightmap resolution exceeds the maximum render texture size of the device, for example a 4097 heightmap on a device limited to 4096. (UUM-150551)

  • Terrain: Fixed case of Terrain Layer property changes not being added to the Undo history when using the Universal Render Pipeline or the High Definition Render Pipeline. (UUM-134483)

  • Terrain: Fixed shader compilation errors that were thrown when a TerrainLit Shader Graph had no Block nodes in its Vertex Context. (UUM-143598)

  • Terrain: Fixed the "Channel Remapping" foldout in the Terrain Layer Inspector not expanding when its title is clicked. (UUM-148236)

  • Terrain: Fixed the Editor hanging when painting terrain details in Coverage mode with a very small Min Width and Max Width, or with a detail mesh that is very thin along one axis. (UUM-134662)

  • Terrain: Fixed the Paint Texture tool keeping a replaced Terrain Layer selected, which showed the old layer's settings in the Inspector and added it back to the Terrain Layers list on the next paint stroke. (UUM-134352)

  • Terrain: Fixed IndexOutOfRangeException being thrown when painting details on the edge or corner of a Terrain. (UUM-149028)

  • Test Framework: Async OneTimeSetup/OneTimeTearDown are now supported, fixing an issue where tests using it would hang or crash the editor. (UUM-128590)

  • Test Framework: Fixed an issue where assembly-level ITestAction attributes with ActionTargets.Test were not invoked for individual test methods, and ITest.Fixture was null when accessed from ITestAction callbacks. (UUM-137121)

  • Test Framework: Profiler marker recorders used by Measure.Method now start when the measured iterations begin instead of when ProfilerMarkers() is called, so warmup and probing iterations no longer contribute to the reported marker values or add sample collection overhead to those phases. (UUM-147204)

  • Test Framework: Measure.Method().GC() again forces a full garbage collection immediately before each timed region, restoring the behavior from before the switch to the ProfilerRecorder API. Without it, a collection triggered by the measured code's own allocations lands inside the timed region and shows up as periodic spikes across the samples. As before: this only happens when GC() is specified; warmup and probing iterations are not affected; and because SetUp/CleanUp cause each of the IterationsPerMeasurement inner executions to be timed separately, that combination gets one collection per inner execution rather than one per sample, which makes it considerably slower. Reported times for allocating methods measured with GC() will change, generally becoming lower and more stable, so baselines recorded since 3.2.1 are not comparable. (UUM-147204)

  • Tests: Re-enabled DispatchWithUniformUpdate test. (UGK-2462)

  • Tests: Stablize flaky inspector header test. (UUM-142700)

  • Text: Added font subsetting via importer recipes and hidden Font sub-assets.

  • Text: Added glyph-to-character mapping to PostProcessTextVertices. (UUM-147627)

  • Text: Added new SpaceWarp compatible shaders for TextMeshPro XR users.

  • Text: Added support for the <rotate> rich text tag in the Advanced Text Generator. (UUM-151216)

  • Text: Defer OS Font Fallback loading.

  • Text: Defer OS Font Fallback loading.

  • Text: Fixed "Failed to perform selection on text" in Console. (UUM-149393)

  • Text: Fixed a LegacyRuntime memory leak. (UUM-145108)

  • Text: Fixed an Editor shutdown crash on FT_Done_Face. (UUM-144575)

  • Text: Fixed ATG IMGUI emoji rendering black in light theme. (UUM-147842)

  • Text: Fixed infinite loop in text measure with hyphen preceded by whitespace. (UUM-144559)

  • Text: Fixed invisible CJK glyphs in Editor text fields on macOS. (UUM-144095)

  • Text: Fixed multi-paragraph auto-sized text collapses to an elided first line instead of shrinking to fit. (UUM-150602)

  • Text: Fixed PostProcessTextVertices glyph enumeration out-of-range exception with rich text. (UUM-147305)

  • Text: Fixed stale font faces after source Font unload/reload. (UUM-150877)

  • Text: Fixed text disappearing in EditorGUILayout.TextArea when the field contained a large amount of text (roughly 16,000 characters or more). (UUM-146126)

  • Text: Fixed Text tests Instabilities with DestroyFontEngine. (UUM-144593)

  • Text: Make the Font Asset Creator save dynamic font assets by default. (UUM-149073)

  • Text: Removed vertex padding on whitespace quads. (UUM-149248)

  • TextCore: Fixed a potential crash that would occur when generating a font asset in the Font Asset Creator. (UUM-125366)

  • TextCore: Fixed a potential crash that would occur when generating a font asset in the Font Asset Creator. (UUM-141061)

  • TextCore: Fixed a potential issue where an alternative font face could be used when generating a font asset in the Font Asset Creator. (UUM-137866)

  • TextCore: Fixed a potential memory leak that would occur when cancelling font asset atlas generation in the Font Asset Creator. (UUM-142952)

  • Timeline: Added mipmap Warning Icon to the Editor and update Timeline Track warning icon to the standard Warning Icon. (UUM-131155)

  • Timeline: Fixed an issue where a long group track name label gets drawn over the button making them unclickable. (UUM-146266)

  • Timeline: Fixed issue where Timeline preview would generate prefab override modifications in certain cases, leading to degraded performance. (UUM-139326)

  • Timeline: Fixed VFX Graph property values not being restored when previewing in Timeline. (UUM-142082)

  • Timeline: Fixed ArgumentOutOfRangeException and Invalid GUILayout state errors thrown when clicking the key selection area at the position of a key from a previously displayed property curve in the Timeline curves view. (UUM-143996)

  • Timeline: Updated the Timeline Customization Samples Timeline_CustomTracks scene to use the new Input System component. (UUM-142488)

  • uGUI: Fixed a crash that could occur when inspecting a TMP font asset that has Atlas Population Mode set to Static and Multi Atlas Textures enabled while its Material preview was visible. (UUM-145753)

  • uGUI: Fixed a layout misalignment of the Layout Group properties in the Inspector. (UUM-144947)

  • uGUI: Fixed an issue where the pixel height of a UGUI Image was not consistent when the parent Canvas Scaler Reference Resolution was changed and Pixel Perfect was enabled. (UUM-137714)

  • uGUI: Fixed an IndexOutOfRangeException thrown when a large Text (TMP) GameObject with Overflow set to Ellipsis. (UUM-134477)

  • uGUI: Fixed ellipsis line-breaking recursion when the font lacks an ellipsis glyph and Ellipsis overflow mode is selected. (UUM-134066)

  • uGUI: Fixed recursive release of text components linked to themselves which led to stack overflow exceptions. Added OnValidate to base TMP_Text class to handle self-referencing of child and parent linked text components. As a result, TextMeshPro and TextMeshProUGUI components now call base OnValidate to handle and correct this same linking issue. (UUM-148732)

  • uGUI: Fixed regression that prevented multiple inspectors from updating with current alpha values when the alpha value on a CanvasGroup component was modified via the Inspector and CanvasGroupEditor. (UUM-144986)

  • uGUI: Fixed the Layout Element component, which accepted negative values in its Min/Max (and other) fields. (UUM-144440)

  • uGUI: Fixed NullReferenceException errors when selecting an InputField (TMP) Placeholder before importing the TMP Essential Package. (UUM-143965)

  • uGUI: Undoing an added LayoutGroup on a ScrollView now restores its children entirely. (UUM-144838)

  • UI: Fixed flex items not shrinking or growing correctly when a non-flexible (or partially flexible) sibling preceded a flexible child in the same container. (UUM-110585)

  • UI: Fixed ScrollView drag-scrolling into blank space when content fits. (UUM-142498)

  • UI Toolkit: Added some performance regressions in reading/writing some VisualElement properties and manipulating its hierarchy.

  • UI Toolkit: Added support for custom filter functions in backdrop-filter. (UUM-148086)

  • UI Toolkit: Clamped invalid stroke-miterlimit instead of failing SVG import. (UUM-120825)

  • UI Toolkit: Creating a new PanelRenderer will not correctly restore the PanelSettings field when undo/redo occurs. (UUM-146643)

  • UI Toolkit: Enabled Open in Context button in main stage. (UUM-145853)

  • UI Toolkit: Exposed the method VectorUtils.BuildVectorImage(SceneInfo, Rect). (UUM-146278)

  • UI Toolkit: Fix to run the authoring Editor tests without waiting on frames. (UUM-150274)

  • UI Toolkit: Fixed "Invalid image specified" warnings when clearing an element's background image in the inspector. (UUM-148342)

  • UI Toolkit: Fixed "Invalid image specified" warnings when clearing the Cursor Image field of an in-scene UI Toolkit element. (UUM-149384)

  • UI Toolkit: Fixed a "No script asset for TempSerializedData" warning when selecting a child element in the Hierarchy while in Play mode. (UUM-144577)

  • UI Toolkit: Fixed a backdrop-filter element showing a scaled-down copy of the backdrop in the in-scene UI authoring viewport when display scaling is above 100%. (UUM-148867)

  • UI Toolkit: Fixed a list element's foldout header showing the next element's value instead of its own after editing a field inside the foldout. (UUM-147445)

  • UI Toolkit: Fixed a NullReferenceException thrown when right-clicking the affordance button on list items in the UI Toolkit attributes inspector. (UUM-146715)

  • UI Toolkit: Fixed a NullReferenceException thrown when the UI Viewport window is destroyed before its content is created. (UUM-148374)

  • UI Toolkit: Fixed a one-frame glitch where a world-space UIDocument could briefly appear mis-placed when shown again after being hidden with display: none. (UUM-119563)

  • UI Toolkit: Fixed a performance issue where rewriting unchanged shader-info records re-uploaded the full shader-info texture every frame, slowing panning and animated UI. (UUM-151011)

  • UI Toolkit: Fixed a regression causing a selector coming from an imported style sheet (@import) to incorrectly outrank an equal-specificity selector from the importing style sheet. (UUM-148320)

  • UI Toolkit: Fixed a stack overflow and possible Editor shutdown when a custom editor creates an InspectorElement for the object it's already inspecting. (UUM-151541)

  • UI Toolkit: Fixed a MissingReferenceException and a leftover Hierarchy row when removing a Panel Renderer component. (UUM-151371)

  • UI Toolkit: Fixed Alt+click on a list header not recursively collapsing or expanding child foldouts when the list items use a UI Toolkit CustomPropertyDrawer. (UUM-146051)

  • UI Toolkit: Fixed an array resize confirmation dialog appearing when selecting several objects that share a large array. (UUM-148151)

  • UI Toolkit: Fixed an Editor crash that would occur when trying to undo a VisualTreeAsset or StyleSheet change past the last import. (UUM-146454)

  • UI Toolkit: Fixed an error when trying to use Element Texture UV node in a vertex shader. (UUM-145401)

  • UI Toolkit: Fixed an issue causing and oval shape to show as a rectangle when outputting a constant color with a custom shader. (UUM-145855)

  • UI Toolkit: Fixed an issue where "Accessing invalid property" errors occurred when entering Play mode after modifying a UXML asset. (UUM-146179)

  • UI Toolkit: Fixed an issue where adding a TwoPaneSplitView would not automatically create two children when added through the UI Library. (UUM-144568)

  • UI Toolkit: Fixed an issue where adding, removing, renaming, duplicating, or reordering a variable in the Variables Inspector did not mark the Visual Tree Asset dirty. (UUM-145066)

  • UI Toolkit: Fixed an issue where clicking a disabled Tab in a TabView still selected it. (UUM-148036)

  • UI Toolkit: Fixed an issue where controls would be missing their default configuration when added through the UI Library. (UUM-144495)

  • UI Toolkit: Fixed an issue where deleting multiple selected variables at once would skip or fail to remove some of the selected items. (UUM-145066)

  • UI Toolkit: Fixed an issue where Object Picker window breaks when it is interrupted by a domain reload. (UUM-144436)

  • UI Toolkit: Fixed an issue where opening the Attributes Inspector window reset values inherited from ancestor AttributeOverrides.

  • UI Toolkit: Fixed an issue where setting --unity-metrics-single_line-height on the :root selector through a USS file imported by a theme didn't affect ScrollView scroll speed. (UUM-129742)

  • UI Toolkit: Fixed an issue where some type converters would be ignored in the UI Builder binding window. (UUM-147357)

  • UI Toolkit: Fixed an issue where the border-radius and border-width header fields in the inspector could not be selected or edited by typing. (UUM-146073)

  • UI Toolkit: Fixed an issue where RegisterUIReloadCallback did not trigger the callback when a GameObject was re-enabled. (UUM-146174)

  • UI Toolkit: Fixed an issue with missing-asset USS warning spam after asset deletion. (UUM-148575)

  • UI Toolkit: Fixed Backdrop Filter not rendering in the UI Viewport for elements with a transparent background. (UUM-149971)

  • UI Toolkit: Fixed backdrop-filter rendering a skewed or misaligned backdrop when the element is nested under an element with the GroupTransform usage hint and the group's transform is rotated or scaled. (UUM-148085)

  • UI Toolkit: Fixed builtin filters preview images. (UUM-141062)

  • UI Toolkit: Fixed case of "display: grid" elements ignoring their own min-width, min-height, max-width, and max-height when their size is content-based.

  • UI Toolkit: Fixed case of "display: grid" elements placing centered or end-aligned tracks outside the container when a maximum size makes it smaller than the available space.

  • UI Toolkit: Fixed case of "learn more" Help URL in Project Preview Theme settings opening for the wrong unity version.

  • UI Toolkit: Fixed case of a stream of NullReferenceExceptions being thrown when exiting Play mode with an element selected in the UI Toolkit Debugger. (UUM-151391)

  • UI Toolkit: Fixed case of backdrop-filter blur strength not scaling with ancestor transform scale, such as the UI Builder viewport zoom. (UUM-150615)

  • UI Toolkit: Fixed case of corrupt UXML files being opened in an external editor when the UI Builder could not open them. (UUM-151662)

  • UI Toolkit: Fixed case of elements removed from a panel being kept in memory until the next focus navigation. (UUM-151139)

  • UI Toolkit: Fixed case of the Editor freezing and RenderTexture errors being thrown when a large blur value was entered in the UI Builder filter field. (UUM-134044)

  • UI Toolkit: Fixed case of the Inspector's Name field accepting special characters when renaming a UI Toolkit element. (UUM-151282)

  • UI Toolkit: Fixed case of the move cursor being displayed over elements using the Relative position mode in the UI Viewport. (UUM-150456)

  • UI Toolkit: Fixed case of the Scene view UI Preview not updating when a selected Panel Renderer became previewable after assigning PanelSettings. (UUM-149422)

  • UI Toolkit: Fixed case of the UI Stage breadcrumbs showing only the edited sub-document instead of the full path into it when entering a nested element.

  • UI Toolkit: Fixed case of the UI Toolkit Debugger showing color preferences for the Repaint Overlay and Wireframe overlays that could not be enabled; both overlays are now available to all users. (UUM-151364)

  • UI Toolkit: Fixed case of the UXML document being marked as having unsaved changes when using the Cut operation in UI Builder. (UUM-151306)

  • UI Toolkit: Fixed case of the AdvancedDropdown popup being rendered too wide when an item has an icon. (UUM-151635)

  • UI Toolkit: Fixed custom filter shaders receiving an incorrect UV rect when the filter declares non-zero read margins. (UUM-149441)

  • UI Toolkit: Fixed data bindings targeting the base class property when a derived UxmlElement declares a UxmlAttribute that reuses an inherited attribute's name and marks it with CreateProperty. (UUM-148124)

  • UI Toolkit: Fixed dropped binding attributes when editing template in context. (UUM-146514)

  • UI Toolkit: Fixed element animations playing in the Game View while the Editor is in Edit Mode. (UUM-148584)

  • UI Toolkit: Fixed FillGradient.radius being ignored by Painter2D. (UUM-138358)

  • UI Toolkit: Fixed gray artifacts that flickered across Editor windows when a Filter was applied to an element with an extreme size. (UUM-147797)

  • UI Toolkit: Fixed items below the dragged item jumping when reordering a ListView in Animated reorder mode. (UUM-140171)

  • UI Toolkit: Fixed ListView and TreeView not scrolling horizontally to reveal the target item, so deeply indented items (such as a nested element picked in the UI Toolkit Debugger) are no longer hidden off-screen. (UUM-145835)

  • UI Toolkit: Fixed minor tessellation issue with SVG in Antialiased Arc Encodings. (UUM-144586)

  • UI Toolkit: Fixed missing element tint and opacity. Added dedicated nodes. (UUM-145402)

  • UI Toolkit: Fixed MissingReferenceException errors thrown after entering Play mode when multiple Inspector windows display different objects with a Grid Layout Group component. (UUM-145062)

  • UI Toolkit: Fixed nested Panel Renderers throwing exceptions and not rendering after their parent's UXML was saved. (UUM-148452)

  • UI Toolkit: Fixed ObjectDisposedException being thrown when adding or removing elements in a list in the Debug Inspector. (UUM-143676)

  • UI Toolkit: Fixed opacities not propagating in filtered elements. (UUM-147157)

  • UI Toolkit: Fixed out-of-range USS opacity values being accepted without any warning. (UUM-146988)

  • UI Toolkit: Fixed Panel Renderer content disappearing when its GameObject is unparented from another Panel Renderer. (UUM-147941)

  • UI Toolkit: Fixed PanelRenderer InvalidOperationException when the root is still parented if PanelSettings destroyed beforehand. (UUM-146244)

  • UI Toolkit: Fixed PanelRenderer not inserted in hierarchy when enabled after a disable in Awake(). (UUM-147875)

  • UI Toolkit: Fixed performance regressions in UI Toolkit renderer. (UUM-148769)

  • UI Toolkit: Fixed prefab override markers not scrolling or clipping with UI Toolkit ListView items in the Inspector. (UUM-142807)

  • UI Toolkit: Fixed prefab override markers not showing in the Inspector and a stray horizontal scrollbar appearing after the Inspector scroll-area fix. (UUM-145856)

  • UI Toolkit: Fixed Radio Button Group choices being cleared when saving a UXML file with blank choices. (UUM-150030)

  • UI Toolkit: Fixed rendering corruption and out-of-bounds errors on WebGL when a large number of elements changed in a single frame. (UUM-151098)

  • UI Toolkit: Fixed rendering issue when using large sprites with 9-slices and slice scale. (UUM-147415)

  • UI Toolkit: Fixed RenderType and SampleElementTexture nodes which didn't work in vertex stage. (UUM-145625)

  • UI Toolkit: Fixed selection handles remaining in the UI Viewport after exiting and re-entering staging. (UUM-145852)

  • UI Toolkit: Fixed selection outline and picking pass with custom vertex shader. (UUM-146911)

  • UI Toolkit: Fixed StyleSheets window search field width. (UUM-149417)

  • UI Toolkit: Fixed support for font size set in percentages in the ui builder and integrated authoring. (UUM-104877)

  • UI Toolkit: Fixed SVG radial focus not working when imported as "Antialiased Arc Encodings". (UUM-138043)

  • UI Toolkit: Fixed sync issues between the UI Builder and in-scene authoring. (UUM-147450)

  • UI Toolkit: Fixed Tab key navigation getting stuck on fields that have a unit dropdown in the Inspector of UI Staging Mode. (UUM-147715)

  • UI Toolkit: Fixed the Data Source label disappearing from the Inspector while dragging an element in the UI Builder viewport. (UUM-148576)

  • UI Toolkit: Fixed the group name given to LocalizationAttribute being ignored, which left the assembly's translations unreachable.

  • UI Toolkit: Fixed the Hierarchy offering Create GameObject menu items in the UI authoring stage, where the new GameObject was created outside the stage and never appeared. (UUM-145535)

  • UI Toolkit: Fixed the IMGUI dictionary drawer scrolling short of its last rows in a window that cannot scroll. (UUM-149490)

  • UI Toolkit: Fixed the inability to read/write the local vertex position. Using the position node in object/world-space modes doesn't give an error anymore. (UUM-145403)

  • UI Toolkit: Fixed the MultiColumn control's argument exception when increasing the column and descriptor count. (UUM-148746)

  • UI Toolkit: Fixed the Package Manager package list scrolling immediately when navigating with the arrow keys instead of only when the newly selected package is off-screen. (UUM-147017)

  • UI Toolkit: Fixed the Style Sheets window so that it now displays all of its content when it loads. (UUM-145634)

  • UI Toolkit: Fixed the ToggleButtonGroup value wrap when 8 or more buttons are present. (UUM-149531)

  • UI Toolkit: Fixed the Transition Animations remove button staying disabled after undoing a transition reset. (UUM-145783)

  • UI Toolkit: Fixed the UI Builder ListView rendering as a solid black rectangle after docking the window to another panel. (UUM-130011)

  • UI Toolkit: Fixed the UI Library not displaying UXML files. (UUM-146352)

  • UI Toolkit: Fixed the Variables section not refreshing after using Unset All. (UUM-148055)

  • UI Toolkit: Fixed the DropdownField element ignoring the index attribute set in UXML. (UUM-150530)

  • UI Toolkit: Fixed toggling 'Editor Extension Authoring' in UI Builder not marking the document as having unsaved changes, which caused the change to be lost on close. (UUM-144926)

  • UI Toolkit: Fixed transition-delay being ignored when opacity is listed before scale in transition-property. (UUM-135074)

  • UI Toolkit: Fixed TreeView drag and drop operation is not being cancelled when a modal opens over it. (UUM-111185)

  • UI Toolkit: Fixed UI being stuck to the viewport window when panning the UI Viewport opened via Open In Context. (UUM-145580)

  • UI Toolkit: Fixed UI failing to render on OpenGL ES and WebGL 2.0 devices when the UI shader exceeded the platform's vertex uniform limit. (UUM-149277)

  • UI Toolkit: Fixed UI Toolkit Debugger world-space overlays. (UUM-145537)

  • UI Toolkit: Fixed undo related error after undoing a Style Sheet selector drag operation. (UUM-145619)

  • UI Toolkit: Fixed unqualified Style and AttributeOverrides tags being flagged as not allowed when validating a UXML file against the generated schema. (UUM-145780)

  • UI Toolkit: Fixed unset attributes on Multi Column List View and Multi Column Tree View reverting to type default values when the .uxml is saved in in-scene UI Authoring. (UUM-148774)

  • UI Toolkit: Fixed UXML asset corruption and import errors when selecting a built-in resource as a binding Data Source. (UUM-137273)

  • UI Toolkit: Fixed UXML Style, Template and Instance tags being incorrectly flagged as not allowed when validating against the generated XML schema. (UUM-145780)

  • UI Toolkit: Fixed Vector and Rect fields growing wider than their container when a long value is typed into them. (UUM-117525)

  • UI Toolkit: Fixed VisualElements styled with -unity-material (and other asset-backed style properties such as background-image and -unity-font) rendering with the default shader (solid white) after the referenced asset's Addressables content was unloaded and reloaded. (UUM-144652)

  • UI Toolkit: Fixed VisualTreeAsset preview texture from appearing black. (UUM-148154)

  • UI Toolkit: Fixed warnings about invalid URIs being thrown when a UI Builder USS Variable of type Asset Reference is left empty. (UUM-146117)

  • UI Toolkit: Fixed warnings about invalid URIs being thrown when the UI Builder Material field is set to null. (UUM-146118)

  • UI Toolkit: Fixed white line artifacts in gradients that use the Mirror or Wrap address mode when Anisotropic Textures is set to Forced On in the Quality settings, and fixed incorrect rendering of the area before the gradient's start point. (UUM-139509)

  • UI Toolkit: Fixed World Space UI not rendering in the Scene view immediately after changing a Panel Settings Render Mode. (UUM-144940)

  • UI Toolkit: Fixed InvalidCastException errors and an empty Inspector after unsetting a Data Source Type on a Visual Element. (UUM-148143)

  • UI Toolkit: Fixed Painter2D and SVG strokes with a zero-length dash-pattern entry erroring instead of rendering, and made zero-length round-capped dashes render as dots. (UUM-135766)

  • UI Toolkit: Hid internal UIToolkit Authoring controls from UI Library. (UUM-146175)

  • UI Toolkit: Improved VisualElement.Add exception message when the element has no content container. (UUM-147805)

  • UI Toolkit: Made the Create > UI Toolkit asset menu item names and default file names consistent. (UUM-133810)

  • UI Toolkit: Parent template elements are no longer read-only after exiting context mode from a child template. (UUM-145920)

  • UI Toolkit: Prevent some rare crash in UI Toolkit when repainting windows during a domain reload. (UUM-145384)

  • UI Toolkit: Removed "No" option from some alert dialogs where it didn't apply.

  • UI Toolkit: Removed the "backdrop-filter" label from the UI Builder Visual Element Inspector. (UUM-145495)

  • UI Toolkit: Renaming the document row in the Hierarchy now renames the corresponding .uxml asset.

  • UI Toolkit: Selecting "Custom Function" in the Backdrop Filter section of the Inspector no longer logs "Custom filters are not supported for backdrop-filter" warnings; the custom filter is now applied. (UUM-148347)

  • UI Toolkit: Selection highlight no longer remains in the UI Viewport after deleting the hovered element or style rule from the Hierarchy. (UUM-144573)

  • UI Toolkit: Surface the backdrop-filter Screen Space-only limitation with a documentation icon in the Backdrop Filter inspector sections and on the PanelSettings Render Mode field. (UUM-147138)

  • UI Toolkit: The "Save As" field in the "Save USS File" dialog is now pre-filled with a default name ("New USS") when creating a new StyleSheet from the UI Builder or the in-scene UI Toolkit editing stage's Style Sheets window. (UUM-150992)

  • UI Toolkit: Tooltips in Inspector when in UIStaging don't relay leaf element tooltips. (UUM-145049)

  • UI Toolkit: VisualElement Inspector Open in Context button corrupts UI Viewport window. (UUM-145658)

  • Undo System: Undo selections and save importer changes without errors. (UUM-148141)

  • Unity Physics: Added a check for the MostRecentFixedTime entity in the physics GraphicsIntegration code to remove the entity if its DynamicBuffer is zero. The CameraSmoothTrack system now has an dependency on MostRecentFixedTime. (UUM-145828)

  • Unity Physics: Added a [NoAutoStaticsCleanup] attribute to some of the scripts in the 'Custom Physics Authoring' sample to avoid UAL0010 and UAL0013 warnings upon import. The behaviour of the scripts remains unchanged.

  • Unity Physics: Fixed an issue where casting a collider away form another one could return the wrong hit. (UUM-138425)

  • Unity Physics: Fixed an issue where the BVH static tree wouldn't be updated correctly when swapping from multi-threaded to single threaded setups. (UUM-133011)

  • Unity Physics: Regenerated some sample meta files to fix serialized versioning warnings when the 'Advanced Game Physics Sample - Chain and Gears' sample was imported. (UUM-149515)

  • Universal Windows Platform: Fixed scroll actions re-triggering on mouse movement on UWP. (UUM-144660)

  • URP: Converting BiRP Particles materials to URP now correctly preserves emission state. Previously, the emission checkbox would appear enabled in the inspector even when emission was disabled in the source material. (UUM-128093)

  • URP: Fix to skip the SSAO pass when the active renderer does not provide the camera depth/normals textures. (UUM-150219)

  • URP: Fixed a Render Graph error when Tile-Only Mode was enabled on displays with a non-sRGB backbuffer, such as OpenGL ES in Linear color space. Tile-Only Mode now falls back to regular rendering on those displays. (UUM-147232)

  • URP: Fixed a spelling mistake where the Screen Space Lens Flare "Chromatic Aberration" setting was labelled "Chromatic Abberation". (UUM-146130)

  • URP: Fixed Accurate G-buffer Normals encode/decode mismatch in Decals. (UUM-146733)

  • URP: Fixed an issue where the "Reflect Sky" setting in URP Screen Space Reflections would cause artifacts when the reflected point lies behind a piece of geometry. (UUM-146458)

  • URP: Fixed case of the Render Pipeline Converter's 2D Material Reference and Shader Converters naming the renderer inconsistently (as "Renderer 2D") in their disabled tooltip, instead of matching the Target Pipeline dropdown's "2D Renderer". (UUM-151380)

  • URP: Fixed Custom Interpolators not flowing from the vertex to fragment stage in Decal Shader Graphs. (UUM-117270)

  • URP: Fixed Gizmos rendering outside of the camera's viewport in the Game view when using URP. (UUM-131882)

  • URP: Fixed invalid colors in Lift, Gamma, Gain post-processing by clamping negative colors in LUTBuilder shaders. (UUM-148848)

  • URP: Fixed missing tile map grid lines. Ensure preview camera render target is correct after rendering with an SRP. (UUM-122618)

  • URP: Fixed normal maps getting ignored during prepass when Accurate G-buffer Normals were enabled. (UUM-146688)

  • URP: Fixed shader resolve for XR is not enabled properly in on-tile postprocessing. (UUM-143511)

  • URP: Improved GPU performance for URP projects on tile-based platforms by avoiding unnecessary color loads when UberPostProcessing is the final pass. (UUM-140408)

  • URP: Reduced back buffer memory and bandwidth on platforms with a multisampled back buffer including Android, iOS, and Metal. The back buffer remains single-sampled in frames where no camera renders MSAA directly to it, for example a camera that resolves MSAA from an intermediate texture. MSAA results are unaffected. (UUM-134600)

  • URP: Rendering Debugger - GPU Resident Drawer was resetting the debug data when entering and exiting playmode. (UUM-143210)

  • URP: ScriptableRendererData.TryGetRendererFeature was throwing NullReferenceException. (UUM-150772)

  • URP: Skip renderer culling for cameras with an empty culling mask to reduce overhead from cameras rendering no geometry.

  • URP: URP Render Graph Memoryless backbuffer support on iOS Metal. (UUM-99364)

  • URP: URP Renderer Asset - Undo/redo operations on FullScreenPassRendererFeature_OldGUID caused to clear the Undo/Redo stack. (UUM-143675)

  • URP: URP Renderer Asset - Undo/redo operations on FullScreenPassRendererFeature_OldGUID caused ObjectDisposedException errors and prevented undoing renderer feature additions. (UUM-147579)

  • URP: When using Tile-Only mode in the renderer, setting Render Scale in the asset's Quality settings would display a warning only for values <0.95 or >1.05, but this has been fixed to display for all non-default values when Render Scale is not compatible with Tile-Only mode. (UUM-146401)

  • URP: [MaterialConverter] Particles Unlit Rendering Mode Subtractive gives empty Surface Type dropdown after the conversion. (UUM-133453)

  • Version Control: Fixed an issue where unchanged files were automatically added to the change list when fetching files in Perforce after asset importing. (UUM-49713)

  • Version Control: Fixed race condition provoking a Version Control error "UpdateSettings: Unknown version control plugin: XYZ" during the editor startup. (UUM-149884)

  • VFX Graph: Added issue where NaNs could perpetually keep a graph in a dirty state. (UUM-139398)

  • VFX Graph: Added issue where swapping a connected property from input to output could result in errors. (UUM-143993)

  • VFX Graph: Canceling a Blackboard attribute, parameter, or category rename with the ESC key no longer applies the new name. (UUM-144957)

  • VFX Graph: Fix to disallow re-categorization of built-in attributes. (UUM-151058)

  • VFX Graph: Fixed "Can't change name, category with the same name already exists" error when renaming a category to a name with a trailing space in the blackboard. (UUM-145060)

  • VFX Graph: Fixed a crash that occurred in VFXManager::SortBufferCommand on devices with low (16KB) thread group shared memory. (UUM-136592)

  • VFX Graph: Fixed an exception that occurred when enabling the template toggle. (UUM-149239)

  • VFX Graph: Fixed an issue where nested OnPlay, OnStop, and similar events resulted in stack overflows. (UUM-121002)

  • VFX Graph: Fixed an issue where output property nodes would cause errors when converted to operator subgraphs. (UUM-108536)

  • VFX Graph: Fixed an issue where template attributes may fail silently on insertion. (UUM-121263)

  • VFX Graph: Fixed blackboard "Attributes" subsections being expanded and collapsed when navigating with arrow keys. (UUM-144932)

  • VFX Graph: Fixed blackboard custom attribute delete doing nothing on an in-use attribute when re-triggered after cancelling the deletion confirmation prompt. (UUM-145053)

  • VFX Graph: Fixed hover highlight of items in toolbar dropdown menus being hard to see in the Light Editor theme. (UUM-139764)

  • VFX Graph: Fixed missing ellipses in Create Visual Effect Graph menu entry. (UUM-145005)

  • VFX Graph: Fixed templates not appearing immediately when pressing the "New..." button in the Shader Graph Output context after entering Play Mode. (UUM-143681)

  • VFX Graph: Fixed the play rate presets in the VFX Control panel showing a "Ctrl+" prefix. (UUM-138660)

  • VFX Graph: Fixed VFX Graph windows prompting to save a second time after a Save All operation closed them. (UUM-131449)

  • VFX Graph: Fixed weighted tangent mode set on VFX Graph curve properties. (UUM-147335)

  • VFX Graph: Renaming a custom attribute now propagates validation state to custom HLSL blocks correctly. (UUM-139121)

  • Video: Fixed a video failing to replay after Stop() on Direct3D when NVIDIA "Fast" vertical sync is enabled (the decode device was lost and never recovered). (UUM-135548)

  • Video: Fixed a VideoPlayer freeze for looping clips that could occur upon entering Playmode, where playback would stop and not recover. (UUM-144106)

  • Video: Fixed AudioSampleProvider.sampleFramesAvailable callback never firing on macOS when using the VideoPlayer in API Only mode and disabling Unity Audio. (UUM-143660)

  • Video: Fixed video playback failing to seek to certain frames in WebM clips. (UUM-145959)

  • Video: Fixed WebM Vorbis audio track reporting 0 Hz and 0 channels. (UUM-144045)

  • Video: [Android] A crash caused by Vulkan video decoding workaround being applied incorrectly. (UUM-145932)

  • Web: Blocked input events during synchronous scene loading so they aren't processed in the new scene.

  • Web: Fixed issue where editor crashes on exit when a manual proxy without credentials is configured on Windows.

  • Web: Fixed NameFilesAsHashes functionality. (UUM-148663)

  • Web: Fixed NameFilesAsHashes when building in batchmode. (UUM-149003)

  • Web: Fixed scene loading race conditions when using progressive asset loading.

  • Web: Fixed stack overflow in Adb.Exec/DumpLogInternal recursion. (UUM-148540)

  • Web: Fixed streaming of response body in UnityWebRequest when server does not set "Content-Length" header. (UUM-146537)

  • Web: Fixed WASM_SIZE, wasmFileSize that is used in memory profiler. (UUM-149075)

  • Web: Fixed Web platform build when output asset sizes are larger than 2 GB, and the build error message if output asset sizes are larger than 4 GB (unsupported). (UUM-112909)

  • WebGL: Fixed a crash and "multisampled flag doesn't match" validation errors on the WebGPU backend when render targets were recreated, for example while resizing the canvas with matchWebGLToCanvasSize enabled. (UUM-149827)

  • WebGL: Fixed error if shader expects a cube texture but a texture wasn't explicitly bound. (UUM-150746)

  • WebGL: Fixed issue in WebGPU Device Filter editor control layout. (UUM-146418)

  • WebGL: Improved performance by using the device native format for the intermediate color texture. (UUM-150744)

  • WebGL: WebGPU: Fix error on some mobile devices due to the lack of the float32-blendable WebGPU extension. (UUM-145735)

  • WebGL: [WebGPU] Fix crash that can occur when destroying and creating shaders. (UUM-145390)

  • WebGL: [WebGPU] Fixed case of render_attachment usage flags being set on textures when not needed, potentially affecting performance of those textures. (UUM-150892)

  • Windows: Added CoreCLR architecture-dependent managed assembly support to Windows player build pipeline, including Visual Studio solution export.

  • Windows: Fixed an issue where truncated reads over 32MiB through the AsyncReadManager would fail with Direct Storage enabled. (UUM-149542)

  • Windows: Fixed an issue where Windows pen input did not generate mouse pointer events (Input.GetMouseButtonDown) when using the Input Manager in standalone Player builds. (UUM-140737)

  • Windows: Fixed case of plugin errors being logged when logging is disabled on Windows. (UUM-149022)

  • Windows: Fixed On Demand Rendering related issues when hiding and resizing embedded window. (UUM-102668)

  • Windows: Fixed the splash screen not fading out smoothly on start. (UUM-140141)

  • XR: Fixed blocky or shifted lighting artifacts that could appear on XR platforms especially when using dynamic resolution in Deferred or Forward+ rendering paths. (UUM-143709)

  • XR: Fixed XR graphics becoming frozen when changing the MSAA level at runtime, while having depth textures submission enabled.

  • XR: Removed AABB boundary expansion from SplitCullObjectsWithoutUmbra.

Preview of Final 6000.7.0b1 Package changes

Changeset: 6f112f2bea37

Third Party Notices

Resources