Unity Changelog

New in version 5.0 Beta 14

December 20th, 2014
  • KNOWN ISSUES:
  • WebGL: If you set up a UI Event to trigger a method on a class which is not a MonoBehaviour, and that method is not invoked elsewhere from your code, then the method may be stripped, and the event will fail. The workaround is to explicitly call the method in some place in your code to make sure it won't be stripped.
  • UPGRADE GUIDE:
  • iOS: createUnityViewImpl was deprecated and removed (NSAssert will be fired if you implement this method). override createUnityView instead.
  • iOS: createViewHierarchyImpl was deprecated and removed (NSAssert will be fired if you implement this method). override willStartWithViewController: instead.
  • iOS: createViewHierarchy was deprecated and removed. Use createUI instead if you had it called from custom place.
  • FEATURES:
  • Android: Added support for Android TV banners
  • Audio: Added per-platform compression setting overrides for AudioClip import, much like texture importing. This includes an API change. Users will now be able to enable override settings per platform and have unity have different compression characteristics for different platforms
  • Reflection Probes:
  • A new "Realtime" mode can be selected on probes. When using this mode, the probe can be re-rendered on-demand via scripting. Rendering can be set to be done across many frames, or a single frame.
  • While in the Editor, probes can also render automatically when the scene changes if the "Always Update" mode is selected in the reflection probe inspector. Note that the editor's performance will be negatively affected if too many probes are set to use this option.
  • Sample Assets.
  • Terrain: Added an option to preload all detail patches and keep them loaded in memory. Set via the Terrain settings and with the "collectDetailPatches" property. Can reduce hicupps when navigating a Terrain.
  • Unity Download Assistant.
  • See new related API:
  • ReflectionProbe.RenderProbe
  • ReflectionProbe.IsFinishedRendering
  • CHANGES:
  • Fonts: Font.textureRebuildCallback has been renamed to Font.textureRebuilt and is now a static event of type Action. Font.textureRebuildCallback continues to work but has been deprecated. This change cannot be upgraded automatically by the script updater.
  • GI: Renamed SphericalHarmonics3 to SphericalHarmonicsL2 where L2 denotes SH up to the 2nd order (so 3 bands, 9 coefficients).
  • iOS: changed the way UI integration works. Now there are specialized ViewController's for fixed orientation. Also made custom UI integration easier - both for simple and complicated cases (e.g. if you have portrait unity content in landscape ViewController, script side and _unityView.content orientation will return portrait, while AppController's interface orientation will be landscape). For more details check comments in Classes/UI/UnityAppController+ViewHandling.h in trampoline
  • GI: Changed the SphericalHarmonicsL2 API:
  • GetInterpolatedProbe is now static and takes "out SphericalHarmonicsL2 probe" as the last parameter
  • coefficients became bakedProbes and return SphericalHarmonicsL2[]
  • IMPROVEMENTS:
  • AI: Carving navmesh supports carving the detailed tesselation. Fixes height discontinuities when an undulating region is carved
  • Audio / Profiler: Improved accuracy of reported AudioSources in the scene when working with AudioSources in prefabs
  • Audio: Improved audio importer interface to be make options more clear
  • Editor: EditorStyles.helpBox is now exposed
  • Editor: Improved build times for textures and AudioClips
  • Editor: LightmapParameters now has an icon
  • Editor: LightmapSnapshot now has an icon
  • Editor: ReflectionProbe now has a gizmo icon
  • Editor: ReflectionProbeEditor: group related controls and added tooltips
  • Editor: Warning when there are curves with ambiguous binding (duplicate GameObject names) in animation window
  • GI: Added ability to reset Lighting window values to defaults.
  • GI: Added the Sun slot in the Lighting window which can be used to force a certain light to be used in the procedural skybox, even if the component or the game object is disabled.
  • GI: Improved layout of the Lighting window.
  • GI: Improved the baking progress bar.
  • GI: Show a warning if the user is editing light properties with lighting disabled in the scene view.
  • GI: Updated terminology and the example in the SphericalHarmonicsL2 docs.
  • Graphics: Dynamic batching works again for non-uniformly scaled objects
  • Graphics: Overhauled stats window to be more succinct and profiler rendering stats to be more comprehensive
  • iOS: Added ios8.0 and ios8.1 to iOSTargetOSVersion
  • Mecanim: AutoUpdater support for AnimatorInfo->AnimatorClipInfo
  • Physics: Added 'Static Collider Shapes' to profiler for 2D physics.
  • Windows Player: Added ability to select target monitor in the resolution dialog, including devices like Oculus Rift
  • Windows Player: Added constant aspect ratio in fullscreen mode with OpenGL
  • Windows Player: Added option to run in either exclusive fullscreen mode or windowed fullscreen mode with DirectX 9
  • Windows Player: Performance improvements including lower latency in DirectX 11 mode
  • Windows Player: The default fullscreen mode no longer changes the desktop resolution, so things like IME text input work.
  • FIXES:
  • AI: More robust raycast. Fixes occasional wrong height when raycast terminates at navmesh edge.
  • Android: Fixed resource leak when using antialiased RenderTexture with OpenGL ES 3
  • Android: Fixed auto rotation, Input.acceleration and gyroscope when using Java activity
  • Android: Added support for FullScreenMovieScalingMode.AspectFill to VideoPlayer as long it's not inside a parent Layout
  • Asset Import: Added ability to retry operation on write error when importing assets
  • Assets Management: Added warning when using AssetDatabase.Load* function with an absolute path
  • Asset Import: Assets are no longer reimported when dlls with asset post processors are reimported, unless the postprocessors actually changed version
  • Assetbundles: Fixed exception thrown when accessing AssetBundleRequest.allAssets
  • Assets Management: Be able to unload ScriptableObject.
  • Assets Management: Check if the class id is -1 before calling AddComponent and make the warning message more informative.
  • Audio: fixed Crash when exposing a parameter of an effect that was added to a group
  • Audio: Fixed leaking audio resources when having AudioSources within a Prefab
  • Editor: "File->Open Project...->Open Other.." now works correctly in the new Launcher
  • Editor: Fix gizmos ignoring layer locking
  • Editor: Fix Hierarchy search tests after removal of old Hierarchy window
  • Editor: Fix Object Selector key navigation with Audio Group tree views
  • Editor: Fix ObjectSelector tree view not being serialized properly at assembly reload
  • Editor: Fix that when using hierarchy search and clicking target, exception is thrown
  • Editor: Fix the crash happens when you select top task bar on Welcome Screen.
  • Editor: Fix tooltip position being wrong for StandardShaderGUI
  • Editor: Fix tri state toggle being blurred when multi editing
  • Editor: Fix unique naming for child GameObjects created from menu
  • Editor: Fixed crash when opening Edit or File menu from project launcher on OS X
  • Editor: Fixed crash when pasting in License window on OS X
  • Editor: Fixed crash when pasting in project launcher window on OS X
  • Editor: Fixed incorrect sibling order in hierarchy when upgrading project to 5.0
  • Editor: Fixed null reference exception when dragging a component from one game object to another
  • Editor: Fixed possible crash when entering playmode during script compilation
  • Editor: Fixed random crash when trying to use the animationEvents on an imported model
  • Editor: Fixed regression where class from UnityEngine.Windows wouldn't work.
  • Editor: UnityEditor.Sprites.DataUtility renamed as UnityEditor.Sprites.SpriteUtility
  • Editor: Fix the crash occasionally happens when you create a prefab. Related to the objects sorting in the prefab.
  • Editor: FPS controls now only affects the active scene view
  • Editor: Opened scene will no longer be accidentally marked as modified.
  • Fixed performance regression in tree rendering on some devices
  • Fixed scaling bug on skinned meshed when using Optimize Game Objects
  • Fixed typo in IgnoreTypeTreeChanges
  • GI: Fix lightmap snapshot when building player.
  • GI: Fixed issues with seams in baked lightmaps using builtin models.
  • GI: Fixed SphericalHarmonicsL2.AddDirectionalLight to add correct intensity.
  • GI: Fixed Terrain double representation in object tab.
  • GI: Fixed the Maps tab and import settings reporting different lightmap sizes.
  • GI: Robustness fixes to ambient and skybox probes.
  • GI: Various fixes to the mode where realtime GI and baked GI are disabled.
  • GI: Fixed issues with baked directional lighting looking bad at grazing angles.
  • Home Window: Fix project directory selection not having an effect if path chooser dialog is open for more than 10 seconds.
  • Inspector Functionality: Fixed bool properties with DecoratorDrawers not reserving space for them correctly.
  • iOS: Fixed crash on using iAD wrappers
  • Linux: Fix incorrect behavior on large XFS filesystems
  • Mecanim: Fixed "Dereferencing NULL PPtr" appearing after creating an animation on a game object with a missing script
  • Mecanim: Fixed crash when deleting layer
  • Mecanim: Fixed crash when previewing Animator with UnscaledTime update mode
  • Mecanim: Fixed layer switching performance isssue
  • Mecanim: Fixed linear scale blending for additive layers
  • Mecanim: Animator Gizmo are show only in play mode and if the animator is initialized.
  • Mecanim: Fallback to proper default State when exiting from StateMachine with no outgoing Transition
  • Mecanim: Fixed broken Animator.Crossfade during transition
  • Mecanim: Fixed preview of multiple transitions
  • OpenGL: SkinnedMeshRenderer performance regression on MacOSX
  • OSX: Fix for File limits not being set to Maximum amount and Defaulting to 256 open files
  • Physics: Added 'Physics2D.minPenetrationForPenalty' property to control the penetration radius allowed before any separation impulse for is applied.
  • Scripting: UnityEngine.Object.operator== will return true again for two scripting wrappers that refer to the same unloaded native object.
  • Serialization: Fixed crash during scene loading if the script on a prefab instance did not match the script on the prefab asset
  • Serialization: Added error message with file information if SerializedFile header is corrupted
  • Tags: Fixed tags being shifted by 1 if upgrading from a 4.x project
  • WebGL: Automatically handle deleting of emscripten cache when needed
  • WebGL: Fix Build & Run
  • WebGL: Fix permissions on generated "Compressed" folder
  • WebGL: Show message that WebGL building is not supported in 32-bit editor
  • WebGL: Correct the handling of a volatile field in C# when it is used in a binary operation during IL2CPP code conversion.
  • Windows Player: Run in Background now works properly in DirectX 9 fullscreen mode
  • Windows Store Apps/Windows Phone: fix taking detailed memory sample in profiler
  • Windows Store Apps/Windows Phone: Fixed a memory leak when using async loading of resouces.
  • Windows Store Apps: native plugins now properly added to generated solution

New in version 4.6.1 Patch 2 (December 20th, 2014)

  • Improvements:
  • UI: Expose EventSystem.firstSelected to API.
  • UI: Change Text.m_Text to protected and Text.text to virtual. In this way users can have control over the text contents when extending Text.

New in version 4.6.1 Patch 1 (December 12th, 2014)

  • Improvements:
  • Linux: Added more font fallbacks for Latin and CJK.
  • Scene View: DrawGizmo attribute now reports errors when used incorrectly, and has better docs.
  • Fixes:
  • (621180) - 2D: Custom sprites are now forced to have unique name when created through Sprite Editor.
  • (651420) - 2D: Hotkey for sprite Trim 'T' doesn't intervene with sprites naming anymore.
  • (632336) - 2D: Single sprite pivot will be now properly saved in Sprite Editor.
  • (649911) - 2D: Sprite importer multi-editing now works for packing tag, pixels per unit and extrude fields.
  • (649925) - 2D: Sprite Packer page list is now refreshed after packing.
  • (654591) - Android: Fixed freeze during startup on most Amazon Kindle devices.
  • (none) - Android: Fixed a file-loading problem which occasionally caused 'Inflate Error' messages & freezes or crashes when loading resources on Android.
  • (586149) - Assets Management: Reserialize imported .unitypackage assets to comply with project's Force Binary / Force Text setting.
  • (652838) - Graphics - Worked around GPU driver bugs that were causing crashes when using GLES 3.0
  • (none) - Inspector Functionality: Allow viewing of all ModelImporter tabs when the model is not open for edit.
  • (651705) - Linux: Make device unique identifier more consistent.
  • (650630) - Mac OS X Standalone: Release player builds are now stripped off symbols again.
  • (631943) - Rendering - Other: Add MaterialPropertyBlock.Set*() methods to overwrite existing values in a MaterialPropertyBlock instead of adding duplicates.
  • (624815) - Rendering - Other: Fixed D3D9 handling of unsupported BGRA32 format to fall back properly to ARGB32.
  • (637027) - Shaders: Fixed editor memory leak in shader error reporting.
  • (653443) - UI: Fixed regression with events being sent to wrong object in some cases when using multiple GraphicRaycasters.
  • (629291) - Version Control: Fixed drag-dropping assets between change lists only moving a single asset.
  • (616076) - Windows Phone 8: It's now possible to specify plugins that should not be processed just like in Windows Store Apps.

New in version 4.6.1 (December 12th, 2014)

  • Features:
  • WebPlayer: Added support for 64 bit Mac OS X browsers.
  • Improvements:
  • AssetBundles: Added additional information about WWW.LoadFromCacheOrDownload.
  • Graphics: Improved performance when allocating memory for large numbers of temporary objects.
  • Graphics: Optimized culling of lights in a mostly deferred scene with a few forward-rendered objects.
  • Physics 2D: Added 'Static Collider Shapes' to profiler for 2D physics.
  • Physics 2D: Renamed Physics2D.deleteStopsCallbacks to Physics.changeStopsCallbacks to better represent its purpose (old property is now obsolete).
  • Serialization: Randomize fileIDs for objects in prefabs to lower the chance of merge conflicts.
  • UI: Encapsulate children mesh bounds when calculating Root Bounds. Also cache the value so we don't calculate every time we draw.
  • UI: Performance optimizations. Optimized UI batching, text rendering and reduced amount of editor-only allocations.
  • UI: Standalone input module now leaves keyboard selected object selected. Mouse and Keyboard input are now orthogonal. Clicking with the mouse will move selection to the clicked element.
  • Windows Phone/Store Apps: Profiler shows managed memory usage.
  • Windows Phone/Store Apps: Provide ArrayList.BinarySearch implementation.
  • Windows Standalone: You can now embed windows standalone player into another application, simply pass -parentHWND and windows standalone application's window will be created with specified parent. See Command line arguments documentation for more information.
  • Changes:
  • Documentation: Styling changed to match website design, switch links between Manual and Script Reference are working now.
  • Windows Phone: Disabled shadows on Adreno 305 devices due to driver issues.
  • Fixes:
  • Android: Added splitting of level files in APK to fix slow loading problem.
  • Android: Avoid reading expensive metrics in DisplayInfo more than once per frame.
  • Android: Fixed crash on certain Adreno HW with OS version 4.4.2 or more recent 4.4.x.
  • Android: Fixed crash on XPeria Play.
  • Android: Fixed forwarding of input events to Java when Unity is paused but activity is still running.
  • Android: Fixed frame rate on Tegra devices when doing GPU profiling.
  • Android: Workaround for corrupted font textures on older Adreno drivers.
  • Android: Fixed a crash in glDrawElements() on some devices.
  • Android: Fixed an issue with ProGuard when obfuscating an exported project.
  • Android: Fixed build-tools version check.
  • Android: Fixed erratic touch input when not using NativeActivity.
  • Android: Fixed NEON detection on 64 bit Android.
  • Android: Fixed Unity UI ScrollView/Mask on PowerVR SGX.
  • Android: Joystick input optimization; fixed slowdown on some older devices.
  • Android: Support for xxxhdpi icons.
  • Android: Updated SDK and JDK requirements to match Android 5.0.
  • Android: Added additional fallback font "DroidSansFallback" (but also keeping "Droid Sans Fallback") to fix for e.g. Korean font on older Android devices. Asian fonts are still not working on many - Android 5 devices.
  • Asset Loading: Fixed performance regression when loading scene in the Editor.
  • Audio: Not streamed VBR audio files loaded with WWW.GetAudioClip now play and loop correctly.
  • Core: Fixed undoing Add/Remove RectTransform and will no long break the scene gizmos.
  • Core: Fixed bug in anchoredPosition3D property on RectTransform that caused coordinates to be swapped.
  • Debugger: Fixed crash when stepping into a breakpoint on 64-bit OSX standalone player.
  • DX9: Add black bars in fullscreen mode to maintain aspect ratio.
  • DX11: Fixed GPU video memory detection on some GPUs. Was wrongly disabling shadows & deferred on some Intel ones, for example.
  • Editor: Fixed asset bundle building stealing window focus when Editor is in the background.
  • Editor: Fixed version control plugin and shader compiler sometimes stopping prematurely.
  • Editor: Fixed crash on scene load when prefabs have unsaved child objects.
  • Editor: Add support for importing .DDS cubemaps.
  • Editor: Fixed selection change being undone if click also initiates a drag (Windows only).
  • Editor: Corrected a problem launching MonoDevelop and moving to the proper line of a script file on OSX.
  • Editor: Fixed the error thrown when closing asset label list with escape key.
  • Editor: Reduced memory usage of streamed audio clips.
  • Editor: Fixed AssetModificationProcessor.OnWillSaveAssets checking out files that were not Saved and OnWillDeleteAssets always marking assets for delete.
  • Editor: Fixed Canvas editor for nested Canvas showing UI as if it were a root Canvas if the GameObject was inactive.
  • Editor: Fixed Canvas editor which was not working well with multi-object editing.
  • Editor: Sprite asset inspector in single mode now shows correct values.
  • OpenGL ES :Changed default PlayerSettings Graphics Level to Auto for all platforms using OpenGL ES (was Force OpenGL ES 2).
  • OpenGL ES: Sphere map texture coordinate generation fixes.
  • Graphics: Fixed custom cursors when hovering over black bars in fullscreen mode.
  • Graphics: Fixed incorrect sprite tangent handling on ARM NEON capable devices.
  • Graphics: Fixed occasional crashes when switching the graphics device. Happens in editor when toggling between DX9 and DX11, or on Windows Phone when resuming the app.
  • GUI: Fixed vertical position of text cursor.
  • Inspector: Fixed bool properties with DecoratorDrawers not reserving space for them correctly.
  • Inspector: Disable the asset label editor UI if any of the selected assets are not open for edit.
  • iOS: Add player setting to target iOS 8.0 and 8.1.
  • iOS: Disable tree billboard mipmaps; mipmap generation was causing hiccups.
  • iOS: Do not use AVAudioSessionRouteChangeNotification on pre-iOS6 devices.
  • iOS: Fixed a memory leak in QueryADID().
  • iOS: Fixed visual issues when setting screen orientation via Screen.orientation.
  • iOS: Added support for iPad Mini 3 and iPad Air 2.
  • iOS: Fixed splash screen issues on iPhone 6+, and frame buffer resolution issues.
  • iOS: Fixed crash in Resources.UnloadUnusedAssets after GameCenter login.
  • iOS: Removed unnecessary error messages in GameCenter API.
  • iOS: Don't count the size of the executable twice in the detailed profiler memory snapshot.
  • iOS: Fixed player remaining paused after interstitial ads in certain cases.
  • iOS: Fixed click-through in on-screen keyboard.
  • iOS: Fixed crash when Game Controller gets attached on iOS 8.
  • iOS: Fixed debug log spam in Social API.
  • iOS: Fixed iAD Show method crash when calling it while Ad is not yet loaded.
  • iOS: Fixed WWW crash.
  • iOS: Xcode 6 fixes - OSX no longer have BGRA_EXT; allow iOS8 sdk.
  • iOS: Added support for iPhone 6 icons.
  • iOS: Fixed a crash when a broken socket is written into.
  • iOS: Fixed DPI estimation for newer devices.
  • iOS: Fixed location support on iOS 8.
  • iOS: Fixed memory leak in WWW class.
  • iOS: Report size of assemblies after bytecode stripping to reduce ambiguity.
  • iOS: Work around an Xcode splash screen bug in iOS 8 landscape iPhone apps.
  • iOS: Added OnApplicationFocus() support.
  • iOS: Fixed a linker issue breaking simulator builds.
  • iOS: Fixed a crash in when closing Game Center leaderboard under specific conditions.
  • iOS: Use new font file location on iOS 8.2.
  • License: Activation on OS X 10.10 Yosemite failed on some older hardware.
  • Linux: Fixed incorrect behaviour on large XFS filesystems.
  • Linux: Don't report button/axis data when input field has focus.
  • Linux: Fixed numeric keypad input.
  • Mac OS X Standalone player: Use old location for Application.persistentDataPath if it exists.
  • Mac OS X: Fixed File limits not being set to Maximum amount and Defaulting to 256 open files.
  • Mac OS X: Bring back GPU profiler for NVIDIA GPUs on 10.9 and newer versions.
  • Mecanim: Fixed AnimatorController not being built properly when used in prefabs.
  • Mecanim: Fixed AnyState transitions disappearing in some specific cases.
  • Mecanim: Fixed transitions being duplicated when dragging StateMachines into StateMachines.
  • Mecanim: Show an error when transitions to state that doesn't exist are found.
  • Mono: Fixed issue with System.Console.InputEncoding and System.Console.OutputEncoding not changing the encoding when set.
  • OpenGL: Fixed fullscreen rendering on Windows.
  • Physics 2D: Added Physics2D.minPenetrationForPenalty property to control the penetration radius allowed before any separation impulse for is applied.
  • Physics 2D: Changing 2D collider state between trigger and non-trigger modes now maintains contact state (enter/stay/exit callbacks are correct).
  • Physics 2D: CircleCollider2D editing handles now show in the correct location when X/Y rotation is involved.
  • Physics 2D: Provide option to turn on/off the ability to detect a collider that overlaps the start of any 2D line/ray cast
  • Physics 2D: RaycastHit2D distance is now correctly calculated.
  • Physics 2D: ReferenceAngle for both HingeJoint2D and SliderJoint2D are now maintained when the components are disabled then re-enabled.
  • Physics 2D: Rigidody2D.MovePosition() no longer causes gravity to be ignored when in constant use.
  • Physics 2D: PhysicsMaterial2D bounciness now has an upper limit of 100000 rather than 1.
  • Physics 2D: Ensure that Physics2D.Raycast(all) does not produce an infinite end-point resulting in nothing being hit.
  • Physics 2D: Fixed bad Rigidbody2D interpolation when changing body position via a Transform component change.
  • Physics 2D: 2D physics colliders now correctly transform under full 3D rotation.
  • Scripting: Fixed stack overflow in class loader.
  • Scripting: Fixed Win32_IN6_ADDR.
  • Shaders: Fixed support for more than 16 textures on D3D11.
  • Shaders: Fixed view*projection matrix (UNITY_MATRIX_VP) sometimes getting out of sync.
  • Shaders: Fixed wrong OpenGL ES 3.0 shader code generation in some cases of tangents and glsl_no_auto_normalization being used simultaneously.
  • Standalone: Fixed random crash in 64-bit standalone players.
  • Standalone: Don't force-reload textures/shaders on resolution change, meaning AssetBundle.Unload(false) works as expected again.
  • Substance: Empty image inputs slots are now treated as transparent black.
  • Substance: Fixed "ThreadedObjectActivationQueue not empty" assert.
  • Substance: Some output computations would sometimes not take place when the content of image inputs had changed programmatically.
  • TouchInput: Switched timestamps from ms to us internally, to avoid 0-length delta times.
  • UI: Fixed an issue with some UI shaders not 1/2 texel offsetting correctly on DX9.
  • UI: Disabled layout components are now disregarded from layout calculations.
  • UI: Fixed memory leak in material when reloading assemblies in the editor.
  • UI: Fixed bug where Slider would snap handle to center around cursor when dragging handle instead of retaining the position of the cursor inside the handle.
  • UI: Fixed crash when stripping was enabled.
  • UI: Fixed error message when prefab was loaded that contained a input field.
  • UI: Fixed InputField bug that text did not visibly update when the text property was set from scripting.
  • UI: Fixed InputField OnValueChange not being called when setting InputField.text from script.
  • UI: Fixed issue in GridLayoutGroup that would cause elements to sometimes be offset wrong depending on what startCorner mode was used.
  • UI: fixed issue where input field would not be activated properly if navigation was None.
  • UI: Fixed logic for getting or creating Canvas when creating UI element, which sometimes failed to create a Canvas. -UI: Fixed Selectable logic to find adjacent Selectable in a given direction, which was applying the rotation twice in the logic, producing incorrect results for objects with rotation.
  • UI: InputField now calls UpdateLabel when textComponent get a SetLayoutDirty.
  • UI: Make sure we only notify children of mask state change after we have disabled the parent. This means that the children will be able to correctly examine the mask state.
  • UI: Make the canvas group a behaviour so it can be enabled / disabled. Updated code that uses this group to properly handle disabled groups, and not change the values when enabling or disabling.
  • UI: Only send end drag events when we end dragging, not on all pointer up events.
  • UI: Fixed issue where sort overridden canvas wouldn't get their depth set and therefore no events.
  • UI: Fixed issue where return on touch keyboard would not submit even if MultiLineSubmit was selected.
  • UnityEvents: Fixed an issue where modifying a unity event during invoke could lead to corruption of the UnityEvent, and events not being called properly.
  • UnityEvents: Fixed an issue with code stripping on iOS which was causing some UnityEvent calls to throw a null reference exception.
  • Version Control: Removed warning when saving scene and Perforce integration was enabled.
  • Version Control: Allow changing credentials and reconnect even when a connection is already being established.
  • Version Control: Get rid of double messages in the console windows from a range of VCS commands.
  • Version Control: Fixed plugin stop when reading a recent deleted file.
  • Version Control: Removed out-of-sync state when file is deleted on server.
  • Version Control: Revert recursively.
  • Video: Non Unity-encoded video no longer has a duration of -1.
  • WebPlayer: Mac x86_64 web plugin loads proper x86_64 Mono bundles.
  • WebPlayer: Fixed a security issue.
  • Windows Phone: Texture.ReadPixels works correctly in landscape modes.
  • Windows Phone/Store Apps: Fixed crash that sometimes happened on Application.LoadLevelAsync.
  • Windows Phone/Store Apps: Fixed an issue which caused UnityScript methods that return an IEnumerator but that do not yield throw exception on execution.
  • Windows Phone/Store Apps: Referencing generic methods in scripts no longer crashes the build.
  • Windows Phone/Store Apps: Fixed a memory leak and in rare cases a crash when doing a lot of async loading.
  • Windows Phone: Fixed touchscreen keyboard reappearing after pressing back button while GUI.TextArea has focus (WP8.1 apps only).
  • Windows Phone: Fixed an issue which caused Lumia 530 devices to freeze with black screen (WP8.1 apps only).
  • Windows Player: Fixed custom cursors not showing up correctly in fullscreen mode.
  • Windows Player: Fixed window being always on top after switching from DX9 fullscreen to desktop windowed mode.
  • Windows Store Apps: Using Winmd C++ plugins should work correctly now.
  • Windows Store Apps: It is now possible to launch Unity WSA player on-demand.

New in version 4.6.0 Patch 1 (December 4th, 2014)

  • Improvements:
  • UI: Encapsulate children mesh bounds when calculating Root Bounds. Also cache the value so we don't calculate every time we draw.
  • UI: Performance optimizations. Optimized UI batching, text rendering and reduced amount of editor-only allocations.
  • UI: Standalone input module now leaves keyboard selected object selected. Mouse and Keyboard input are now orthogonal. Clicking with the mouse will move selection to the clicked element.
  • Fixes:
  • (621985) - Android: Fixed an issue with proguard when obfuscating an exported project.
  • (639649) - Android: Fixed build-tools version check.
  • (649931), (649934) - Android: Fixed erratic touch input when not using NativeActivity.
  • (none) - Android: Fixed NEON detection on 64bit Android.
  • (647638) - Android: Fixed uGUI ScrollView/Mask on PowerVR SGX.
  • (599920) - Android: Joystick input optimization: fixed slowdown on some older devices.
  • (605604) - Android: Support for xxxhdpi icons.
  • (none) - Android: Updated SDK and JDK requirements to match Android 5.0.
  • (544272), (561916) - Android: Added additional fallback font "DroidSansFallback" (but also keeping "Droid Sand Fallback") to fix for e.g. Korean font on older Android devices. Asian fonts are still not working on many Android 5 devices.
  • (649235) - Android: Fixed clear of stencil buffer to fix uGUI masking.
  • (none) - Changed default PlayerSettings Graphics Level to Auto for all platforms using OpenGL ES (was Force OpenGL ES 2).
  • (632576) - Core: Fixed undoing Add/Remove RectTransform and will no long break the scene gizmos.
  • (650947), (643162) - Core: Fixed bug in anchoredPosition3D property on RectTransform that caused coordinates to be swapped.
  • (638865) - Editor: Fixed AssetModificationProcessor.OnWillSaveAssets checking out files that were not Saved and OnWillDeleteAssets always marking assets for delete.
  • (none) - Editor: Fixed Canvas editor for nested Canvas showing UI as if it were a root Canvas if the GameObject was inactive.
  • (none) - Editor: Fixed Canvas editor which was not working well with multi-object editing.
  • (646091) - Editor: Sprite asset inspector in single mode now shows correct values.
  • (630411) - Inspector Functionality: Disable the asset label editor UI if any of the selected assets are not open for edit.
  • (439037) - iOS: Added OnApplicationFocus() support.
  • (none) - iOS: Fixed a linker issue breaking simulator builds.
  • (none) - iOS: Fixed frame buffer resolution issues for iPhone 6+.
  • (647735) - iOS: Fixed a crash in when closing Game Center leaderboard under specific conditions.
  • (650698) - iOS: Use new font file location on iOS 8.2.
  • (644500) - License: Activation on OS X 10.10 Yosemite failed on some typically older hardware.
  • (648131) - MacOSX: Bring back GPU profiler for NVIDIA GPUs on 10.9 and newer versions.
  • (none) - Mono: Fixed issue with System.Console.InputEncoding and System.Console.OutputEncoding not changing the encoding when set.
  • (650692) - Shaders: Fixed wrong OpenGL ES3.0 shader code generation in some cases of tangents and glsl_no_auto_normalization being used simultaneously.
  • (644935), (639847), (639987) - Standalone: Don't force-reload textures/shaders on resolution change (meaning AssetBundle.Unload(false) works as expected again).
  • (642040) - Substance: Empty image inputs slots are now treated as transparent black.
  • (626250) - Substance: Fixed "ThreadedObjectActivationQueue not empty" assert.
  • (none) - Substance: Some output computations would sometimes not take place when the content of image inputs had changed programmatically.
  • (none) - UI: Fixed an issue with some UI shaders not 1/2 texel offseting correctly on dx9.
  • (none) - UI: Disabled layout components are now disregarded from layout calculations.
  • (647812) - UI: Fixed memory leak in material when reloading assemblies in the editor.
  • (none) - UI: Fixed bug where Slider would snap handle to center around cursor when dragging handle instead of retaining the position of the cursor inside the handle.
  • (646188) - UI: Fixed crash when stripping was enabled.
  • (none) - UI: Fixed error message when prefab was loaded that contained a input field.
  • (646147), (646375) - UI: Fixed InputField bug that text did not visibly update when the text property was set from scripting.
  • (647713) - UI: Fixed InputField OnValueChange not being called when setting InputField.text from script.
  • (646689) - UI: Fixed issue in GridLayoutGroup that would cause elements to sometimes be offset wrong depending on what startCorner mode was used.
  • (642289) - UI: fixed issue where input field would not be activated properly if navigation was None.
  • (645219) - UI: Fixed logic for getting or creating Canvas when creating UI element, which sometimes failed to create a Canvas.
  • (none) - UI: Fixed Selectable logic to find adjacent Selectable in a given direction, which was applying the rotation twice in the logic, producing incorrect results for objects with rotation.
  • (646375) - UI: InputField now calls UpdateLabel when textComponent get a SetLayoutDirty.
  • (650077) - UI: Make sure we only notify children of mask state change after we have disabled the parent. This means that the children will be able to correctly examine the mask state.
  • (646565) - UI: Make the canvas group a behaviour so it can be enabled / disabled. Updated code that uses this group to properly handle disabled groups, and not change the values when enabling or disabling.
  • (646448) - UI: Only send end drag events when we end dragging, not on all pointer up events.
  • (647344) - UI: Fixed issue where sort overridden canvas wouldn't get their depth set and therefore no events.
  • (none) - UI: Fixed issue where return on touch keyboard would not submit even if MultiLineSubmit was selected.
  • (649407) - UnityEvents: Fixed an issue where modifying a unity event during invoke could lead to corruption of the UnityEvent, and events not being called properly.
  • (641874) - UnityEvents: Fixed an issue with code stripping on iOS which was causing some UnityEvent calls to throw a null reference exception.
  • (639804) - Windows Phone 8.1: Fixed an issue which caused Lumia 530 to freeze and its screen go black.
  • (635893) - Windows Store Apps: It is now possible to launch Unity WSA player on-demand.

New in version 4.6.0 (November 26th, 2014)

  • FEATURES:
  • New UI System: Design UIs for your game or application using Unity's powerful new component based UI framework and visual tools:
  • Create UIs in screen space with or without perspective and with support for pixel perfect alignment, or in world space for simple creation of in-world interactions.
  • The layout system combines anchoring to sides, corners, or custom points in the parent container with the ability to stretch to a percentage or full extent of the parent width or height. Simple Scene View handles allows intuitive visual control and tweaking of the positional behavior.
  • Build up designs and customized controls composed of image, text, masking, and effects. All graphical components have full support for custom materials and lighting.
  • Built-in controls for buttons, sliders, scroll views, input fields and more have been designed for full cross platform deployment, supporting touch controls and mouse as well as directional navigation such as arrow keys or gamepad controls.
  • The UI system integrates with Unity‚Äôs animation smoothly, meaning that you can use state machines and other animation features to control your UI elements and panels.
  • The UI system is designed to be extensible so that it can meet the needs of your projects. Combine existing UI elements together to create new controls, extend existing controls, or write new controls from scratch.
  • Easily set up callbacks for your UI controls in the Inspector using the new persistent delegate system. A lot of functionality can be hooked up to your UI with no programming needed!
  • New Rect Tool: In previous versions, rect handles were used only in 2D mode and only for SpriteRenderers. With the introduction of the new UI system that is a hybrid of 2D and 3D, more explicit control is needed to be able to efficiently position elements. The new Rect tool in the main Unity toolbar can be used for sprites, UI elements, and any other object as well. The rect handles have also received an overhaul to be more consistent with the other tools, and to be more useful for a wide variety of uses:
  • Rect handles now support Pivot/Center mode as set in the toolbar as well Local/Global mode as set in the toolbar.
  • Rect handle squashing (holding Control/Command while dragging a side) now supports preserving volume rather than area when holding down Shift.
  • Rect handles for objects that appear small in the Scene View now show a disc handle that can be used to move the object in the plane of the rect. When zooming further in, the disc will fade out as the normal rect handles fade in.
  • Extensible Event Messaging System: Use and extend the new Event System framework. The system is used for the new UI to send and receive events, but it can be extended to support custom input devices and custom event logic:
  • Inbuilt support for touch and standalone.
  • Supports 2d, 3d, and UI components.
  • Extensible; add custom input handling and custom events.
  • Persistent Delegates (Unity Events): A new way to set callbacks via the UI and have them be built into a player. This helps non-programmers quickly add functionality to your application within the editor.
  • New Android Build Targets: Support has been added for x86 as a build target. Fat binary support (x86+ARMv7) is supported as well and is the new default.
  • IMPROVEMENTS:
  • Core Improvements:
  • Added smart-allocating GetComponents method which fetches components of type T and grows the list as needed. Non-generic version that supports interfaces has also been added.
  • Added StopCoroutine(Coroutine) function.
  • Added callback 'OnTransformParentChanged' to MonoBehaviour. This is called whenever a transform, or one of it's parent transforms has been reparented.
  • Added Transform.SetParent method that optionally allows setting the parent transform without changing the local position, rotation or scale. For RectTransform it also doesn't change the sizeDelta.
  • Implemented and exposed Transform.TransformVector and Transform.InverseTransformVector so it's no longer necessary to use localToWorldMatrix and WorldToLocalMatrix just to transform vectors with scaling included.
  • Added Vector2.SmoothDamp to be consistent with Vector3.SmoothDamp, Mathf.SmoothDamp, and others.
  • New API TouchScreenKeyboard.isSupported to check if platform supports on screen keyboard.
  • Added new WillFlushUndoRecord callback to Undo class.
  • Added Input.touchSupported API: it tells whether the device on which application is currently running supports touch input.
  • Editor Improvements:
  • Reorganized GameObject creation menus with categories such as 3D Object, 2D Object, Light, etc. as well as improved functionality.
  • "Create Empty" now also appears in the hierarchy Create dropdown.
  • The context menu for Game Objects in the hierarchy can now be used to create new Game Objects as children.
  • More details on the error message when failing to add a Component due to already having another component that is incompatible.
  • If during play mode a hierarchy window takes too long to fetch new data a warning icon will appear to advise users frame rate could be affected based upon the chosen hierarchy sorting.
  • Editor: Made Scene View camera near and far clip planes use constant multipliers of size rather than four fixed ranges with fixed values that cause popping when transitioning over the thresholds of those ranges. The new ranges are about the same for close and medium zoom but has significantly larger near clip planes when zoomed far out, which reduces z-fighting.
  • Made main Game View used by CameraEditor visualizations and the Canvas be the last focused Game View rather than just the first Game View found.
  • Made sure the screen manager uses the correct game view size in the editor, which is only known on the managed side.
  • Increased Texture anisotropic level limit to 16 in the Texture Inspector.
  • Exposed "Generate Mip Maps" option in the Texture Inspector when in Sprite mode.
  • Renamed TextureImporter spritePixelsToUnits to spritePixelsPerUnit and made old property obsolete. The old name was misleading.
  • Curves can now be renamed in the animation window.
  • Made SerializedProperty.displayName public.
  • Enum options generated from SerializedProperty are now nicified just like for all other enum fields in the Inspector.
  • Added SerializedProperty.enumDisplayNames that return the names for enum values as they're shown in the Inspector.
  • Mecanim Improvements:
  • Animation of PPtr types are now supported in the animation window (textures, sprites, materials etc).
  • SendTransformChanged is now only sent to transforms that are animated. Siblings with no animation will not receive SendTransformChanged.
  • 2D Improvements:
  • Default SpritePacker policies will automatically pack mipmapped sprites (padding power - 2).
  • Aniso level for sprites with mip-maps now defaults to 16.
  • SpritePacker will flood the atlas instead of adding 1 pixel borders to sprites.
  • A new pixelsPerUnit property has been exposed on the Sprite class.
  • Android Improvements:
  • Support for profiling Intel GPU using the Unity Editor.
  • Added support for BGRA textures.
  • CHANGES:
  • Editor Changes:
  • T is now assigned as default shortcut key for Rect tool. The Sprite Editor trim shortcut key defaults to Shift-T to avoid conflict with the Rect tool.
  • Rect handles now do non-uniform scaling by default for consistency with a large range of other applications. Hold down shift to scale uniformly.
  • The preference default for script language in the Add Component dropdown has been changed from Javascript to C#, since that's the new default for documentation and examples.
  • Renamed spritePixelsToUnits to spritePixelsPerUnit in TextureImporterSettings.
  • Graphics Changes:
  • Stencil buffer is now available in Unity Free.
  • 2D Changes:
  • Sprite Packer is now enabled by default.
  • New Sprites now have mip-maps enabled by default.
  • FIXES:
  • Editor Fixes:
  • Fixed occasional argument out of range exceptions when using Scene View tools.
  • Picking of locked scene view layers is now prevented.
  • ObjectSelector is now ensured to default to the Asset tab when selecting PhysicsMaterial2D objects.
  • Graphics Fixes:
  • Fixed an issue where render texture was not being created due unsupported anti aliasing value on devices like Surface RT.
  • Compressed sprites are no longer deformed on devices that support NPOT textures.
  • Animation Fixes:
  • Fixed issue where changing the animated property to be Rect Transform Scale and trying to transition between 0 and 1 failed.
  • Fixed crash when creating an AnimationClip on a humanoid rig.
  • Fixes crash when previewing transitions on an Animator with UnscaledTime update mode.
  • 2D Fixes:
  • Unity no longer crashes if a mesh is dragged onto a SpriteRenderer.
  • Fixed issue where 2D colliders break when used as prefab children.
  • Mobile Fixes:
  • Windows Phone 8: Fixed a race condition in TouchScreenKeyboard which would cause ".active" to return false just after the keyboard was opened.
  • Windows Phone 8.1: Fixed an issue which caused InputField and GUI.TextArea to always receive capital letters from the on screen keyboard.
  • Android: Disabled shadows for Intel PowerVR devices to avoid graphics artifacts.

New in version 4.5.5 Patch 5 (November 24th, 2014)

  • Improvements:
  • AssetBundle: Added additional information about WWW.LoadFromCacheOrDownload
  • Fixes:
  • (644314) - DX11: Fixed GPU video memory detection on some GPUs. Was wrongly disabling shadows & deferred on some Intel ones, for example.
  • (636564) - Editor: Fixed asset bundle building stealing window focus when Editor is in the background.
  • (614447) - Inspector Functionality: Fixed bool properties with DecoratorDrawers not reserving space for them correctly.
  • (none) - iOS: Add player setting to target iOS 8.0 and 8.1.
  • (645432) - iOS: Disable tree billboard mipmaps on GLES devices.
  • (none) - iOS: Do not use AVAudioSessionRouteChangeNotification on pre-iOS6 devices.
  • (none) - iOS: Fixed a memory leak in QueryADID().
  • (none) - iOS: Fixed severe visual issues when setting screen orientation via Screen.orientation.
  • (645281) - Linux: Fixed incorrect behaviour on large XFS filesystems.
  • (none) - Physics2D: Added 'Physics2D.minPenetrationForPenalty' property to control the penetration radius allowed before any separation impulse for is applied.
  • (606432) - Version Control: Removed warning when saving scene and perforce integration was enabled.
  • (640465) - Windows Phone/Windows Store Apps: Fixed crash that sometimes happened on Application.LoadLevelAsync.
  • (647481) - Windows Store Apps/WP8: Fixed a memory leak and in rare cases a crash when doing a lot of async loading.

New in version 4.6 RC 3 (November 22nd, 2014)

  • Improvements:
  • Documentation: Update scripting reference styling
  • Changes:
  • UI: Change the default mode of the Standalone module to be Mouse as it allows both mouse + KB at the start of a scene load.
  • Fixes:
  • Mecanim: Fix linear scale blending for additive layers.
  • Mecanim: Fixes crash when previewing transitions on an Animator with UnscaledTime update mode.
  • Physics: Fix issue where 2D colliders break when used as prefab children.
  • UI: Removed spelling error enum value from EventTriggerType enum.
  • IMGUI: Fix issue where sometimes it was impossible to not select the last character in an Input Field.

New in version 4.6 RC 2 (November 22nd, 2014)

  • Fixes:
  • 2D: SpritePacker will not crash when packing textures with a pending reimport.
  • Editor: Fix SceneView Rect Selection interfering with some tool handles.
  • Mecanim: Fixed crash when creating an AnimationClip on a humanoid rig.
  • UI: Fixed typo in EventTriggerType.Submit and marked old name as obsolete.
  • UI: Fixed InputField bug that text does not visibly update when the text property is set from scripting.
  • UI: Fixed hard crash when any stripping was enabled.
  • UI: Fixed error message when instantiating a prefab with a input field at runtime