### Known Issues in 6000.0.73f1

- 6000.5.0a4,6000.0.66f1,6000.3.4f1,6000.4.0b4: ShaderVariantCollection.variantCount and ShaderVariantCollection.shaderCount returns 0 in Builds
    ([UUM-137398](https://issuetracker.unity3d.com/issues/shadervariantcollection-dot-variantcount-and-shadervariantcollection-dot-shadercount-returns-0-in-builds))

- IL2CPP: [iOS] [Android] External library generics fail during IL2CPP build
    ([UUM-125284](https://issuetracker.unity3d.com/issues/ios-android-external-library-generics-fail-during-il2cpp-build))

- Metal:  Game freezes after command buffer Timeout error
    ([UUM-125778](https://issuetracker.unity3d.com/issues/metal-game-freezes-after-command-buffer-timeout-error-1))

- Metal: macOS stutters in a minimal project in the Editor in Play Mode
    ([UUM-85256](https://issuetracker.unity3d.com/issues/macos-stutters-in-a-minimal-project))

- : Crash on "core::base_hash_set" when using nested [SerializeReference] fields in List<T> structures
    ([UUM-139722](https://issuetracker.unity3d.com/issues/crash-on-core-base-hash-set-when-using-nested-serializereference-fields-in-list-structures))

- : Crash on CheckDeviceStatus when selecting GameObjects in the scene view while using DX12
    ([UUM-138597](https://issuetracker.unity3d.com/issues/crash-on-checkdevicestatus-when-selecting-gameobjects-in-the-scene-view-while-using-dx12))

- : Crash on ConstraintProjectionTree::projectionTreeBuildStep when ConfigurableJoint uses JointProjectionMode.PositionAndRotation and connected Rigidbody switches from kinematic to non-kinematic
    ([UUM-135394](https://issuetracker.unity3d.com/issues/crash-on-constraintprojectiontree-projectiontreebuildstep-when-configurablejoint-uses-jointprojectionmode-dot-positionandrotation-and-connected-rigidbody-switches-from-kinematic-to-non-kinematic))

- : Editor memory leak in VisualElement when recompiling in a blank URP project
    ([UUM-138000](https://issuetracker.unity3d.com/issues/editor-memory-leak-in-visualelement-when-recompiling-in-a-blank-urp-project))



### 6000.0.73f1 Release Notes

#### API Changes

- Editor: Changed: Expose JobHandle.GetHashCode and Equals and ==/\!= operators when ENABLE_UNITY_COLLECTIONS_CHECKS is not defined.



#### Fixes

- 2D: Fixed an issue where having a long Palette or Brush name could hide other UI elements in the Tile Palette.
    ([UUM-130336](https://issuetracker.unity3d.com/issues/long-tile-palette-name-breaks-window-ui))

- 2D: Fixed an issue where the Palette and Brush dropdown changed in size when switching to other Palettes or Brushes with names of different lengths.
    ([UUM-132618](https://issuetracker.unity3d.com/issues/tile-palette-dropdown-expands-when-palette-name-is-longer-in-tile-palette-window))

- 2D: Fixed an issue with sprite flicker and draw call fluctuation when Sprite Skins are culled.
    ([UUM-132924](https://issuetracker.unity3d.com/issues/draw-call-count-fluctuates-and-frame-debugger-output-flickers-when-viewing-a-psd-based-sprite-skin-with-always-update-disabled-in-game-view))

- 2D: Fixed issue where the Tile Palette window is extremely zoomed in after collapsing the Tile Palette view using the separator and expanding the window by using the Brush view button.
    ([UUM-132739](https://issuetracker.unity3d.com/issues/tile-palette-viewport-becomes-extremely-zoomed-in-after-disabling-a-previously-adjusted-brush-inspector-tab))

- 2D: Truncated long Target, Palette, and Brush names for Target, Palette, and Brush dropdowns.

- AI: Fixed crash drawing debug visualisation for an agent with small radius and a far away destination.
    ([UUM-133552](https://issuetracker.unity3d.com/issues/crash-on-memcpy-repmovs-when-selecting-navmesh-agent-objects-while-in-play-mode-in-a-specific-scene))

- DX12: Reduced critical crashes when minimizing \(via Alt-Tab\) "Exclusive Fullscreen" window in Player by pausing rendering. Other modes and graphics APIs are not affected. For better stability consider using "FullScreenWindow" \(borderless\) mode \(https://devblogs.microsoft.com/directx/demystifying-full-screen-optimizations/\).
    ([UUM-134743](https://issuetracker.unity3d.com/issues/player-crash-when-switching-focus-in-exclusive-fullscreen-mode-with-directx-12))

- Editor: Clamped memory settings for Publishing Settings/WebAssembly Language Features so they cannot be less than 0.
    ([UUM-134687](https://issuetracker.unity3d.com/issues/memory-related-fields-in-the-webassembly-language-features-can-be-set-to-the-negative-numbers))

- Editor: Fixed an issue where upgrading old meta files for Win64 plugins disabled the plugin.
    ([UUM-137610](https://issuetracker.unity3d.com/issues/win64-cpu-is-set-to-none-when-applying-changes-to-plugin-where-the-meta-has-the-serializedversion-2))

- Editor: Recreate buildprofilecontext.asset if it cannot be loaded to ensure proper operation of the build profile window.
    ([UUM-136377](https://issuetracker.unity3d.com/issues/nullreferenceexception-and-empty-build-profiles-window-when-buildprofilecontext-dot-asset-contains-invalid-script-reference))

- Editor: Specific ScriptableObject asset names no longer cause warnings when opening the Build Profiles window.
    ([UUM-135389](https://issuetracker.unity3d.com/issues/scriptableobject-asset-is-accessed-during-the-lookup-of-build-profiles-when-opening-the-build-profiles-window))

- Graphics: Added SystemInfo.SupportsTypedUAVShaderLoadStoreOnGraphicsFormat\(\) for checking format support on given hardware when doing shader typed load/store on UAVs. Applicable to DX11 and DX12.
    (UUM-101875)

- Graphics: Fixed a crash when using GPU skinning on Adreno devices.
    ([UUM-93243](https://issuetracker.unity3d.com/issues/crash-on-apigles-clearbuffersubdata-when-running-the-player-a-second-time-on-meta-quest-2))

- Graphics: Fixed crash when using shaders with unused vertex attributes on some Adreno Vulkan drivers.
    (UUM-137056)

- Graphics: Fixed crashes on Android that occurred when the command pool ran out of memory.
    ([UUM-125566](https://issuetracker.unity3d.com/issues/vulkan-the-memory-allocation-increases-rapidly-when-there-are-multiple-three-or-more-real-time-reflection-probes-in-the-scene))

- Graphics: Fixed GrabPass does not correctly set the rect size when set up with a camera.SetTargetBuffers\(\) instead of a render texture in DirectX11.
    ([UUM-135889](https://issuetracker.unity3d.com/issues/grabpass-does-not-correctly-set-the-rect-size-when-set-up-with-a-camera-dot-settargetbuffers-instead-of-a-render-texture-in-directx11))

- Graphics: Fixed graphical corruption when using dynamic resolution with STP upscaling when using the Metal graphics API.
    (UUM-136227)

- Graphics: Fixed incorrect UVs on some Adreno 7xx driver versions when using Vulkan.
    ([UUM-126477](https://issuetracker.unity3d.com/issues/android-vulkan-the-uv-quad-is-displayed-incorrectly-with-vulkan-on-a-specific-device))

- IL2CPP: Corrected C++ warnings in libil2cpp code
    (UUM-138294)

- Physics: Fixed NaN values that could be introduced in some cases where a Rigidbody would have acceleration applied via ForceMode.Acceleration, while having it's rotation constrained. The issue would most often occur in conjunction with manually calling Physics.Simulate.
    (UUM-103515)

- Shaders: Fixed an occasional crash when saving shaders.
    ([UUM-133627](https://issuetracker.unity3d.com/issues/crash-on-enumeratedisabledkeywordsinvariantsarray-or-unity-xxh32-when-rapidly-saving-shadergraph-or-vfxgraph-changes))

- Text: Added hideSoftkeyboard option to UITK and option to have both physical and touch screen keyboard active at the same time.
    (UUM-122340)

- Text: Fixed issue with language toggling on a physical keyboard would not work correctly.
    ([UUM-130105](https://issuetracker.unity3d.com/issues/android-legacy-tmp-and-ui-toolkit-input-field-language-toggle-to-some-non-latin-alphabet-languages-does-not-work-with-external-keyboard))

- UI Toolkit: Disabled UITK GPU performance testing on Microsoft Basic Renderer.
    (UUM-137559)

- UI Toolkit: Fixed border color transitions not working when starting color is transparent.
    ([UUM-136876](https://issuetracker.unity3d.com/issues/border-is-not-rendered-when-transition-duration-is-set-and-border-color-is-transparent))

- XR: Fixed an issue when building and running Meta Quest applications with texture compression targeting enabled.
    ([UUM-131974](https://issuetracker.unity3d.com/issues/meta-quest-player-stuck-at-splashscreen-when-build-app-bundle-and-split-application-binary-are-enabled-with-multiple-texture-compression-formats))




#### Package changes in 6000.0.73f1

#### Packages updated

- com.unity.burst: [1.8.28](https://docs.unity3d.com/Packages/com.unity.burst@1.8//changelog/CHANGELOG.html) to [1.8.29](https://docs.unity3d.com/Packages/com.unity.burst@1.8//changelog/CHANGELOG.html)

- com.unity.recorder: [5.1.5](https://docs.unity3d.com/Packages/com.unity.recorder@5.1//changelog/CHANGELOG.html) to [5.1.6](https://docs.unity3d.com/Packages/com.unity.recorder@5.1//changelog/CHANGELOG.html)

- com.unity.services.authentication: [3.6.0](https://docs.unity3d.com/Packages/com.unity.services.authentication@3.6//changelog/CHANGELOG.html) to [3.6.1](https://docs.unity3d.com/Packages/com.unity.services.authentication@3.6//changelog/CHANGELOG.html)

- com.unity.test-framework.performance: [3.3.0](https://docs.unity3d.com/Packages/com.unity.test-framework.performance@3.3//changelog/CHANGELOG.html) to [3.4.0](https://docs.unity3d.com/Packages/com.unity.test-framework.performance@3.4//changelog/CHANGELOG.html)

- com.unity.timeline: [1.8.10](https://docs.unity3d.com/Packages/com.unity.timeline@1.8//changelog/CHANGELOG.html) to [1.8.12](https://docs.unity3d.com/Packages/com.unity.timeline@1.8//changelog/CHANGELOG.html)